STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
I'm teaching myself IceCC at the moment, so this should be a fairly basic question. In IceCC there are four columns from which scripts can be extracted. Is each entry completely separate, or are there duplicates for the sake of organizing? As in, the Scourge:
Images:
0 Scourge
Sprites:
130 Scourge
Flingy:
0 Scourge
Units:
47 ZergScourge
PyMS and ProTRG developer
You are actually choosing IScript entries when you choose an item from any of the columns. All units are attached to flingys, all flingys are attached to sprites, all sprites are attached to images, and all images are attached to iscript entrys.
best way to answer this question is to test it out....
extract the scripts for scourage from all 4 columns and compare them..
None.
best way to answer this question is to test it out....
extract the scripts for scourage from all 4 columns and compare them..
I'm getting vibes of irony from this post.
And
I never knew that.
None.
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Question about Locals. Can you create your own, as many as you want, or are they replacement-only where available?
Question about Locals. Can you create your own, as many as you want, or are they replacement-only where available?
As many as you want...since a "Local" can only be reached by another script referring to it. For organization's sake, I usually name it something more relative to what it does, since "Local" is merely what Blizz decided to name those states.
None.
PyMS and ProTRG developer
Blizzard didn't name them, none of the parts of the iscript.bin are named, only decompiled source code gives parts names. IceCC gives them names so you can describe them and reference them, but the only thing it "knows" are which parts are referenced by headers. So the ones that are "Local" are referenced by the IScript, but not by a header. And just a small note, just because they are called Local doesn't mean they are ONLY referenced locally.
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
Right, IceCC's decompiled text file is a translation of the Iscript. In ICE, everything had a header number. So how does IceCC handle the compiling of custom-named locals? If you can have as many as you want, how are they organized and referenced in the Iscript after compiling?
PyMS and ProTRG developer
Everything is referenced by offsets.
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
So IceCC assigns offsets to your locals automatically, and indexes them in a way so as not to repeat any?
What if you re-extract your code? Will it preserve the custom names for your locals? Or will it be renamed to something like MarineLocal01?
PyMS and ProTRG developer
The code is compiled to byte code, then the goto commands referenced parts of the code by the offset of where the code is in the file. Im not sure how IceCC handles it exactly, but I don't believe it goes out of its way to check for repeated code in other scripts, but if in your script you goto a Local twice, when compiled both goto's reference the same byte code with the same offset.
It does not remember names, so yes it would become a Local, or if its referenced by a header it will use the header name.
STF mod creator, Modcrafters.com admin, CampaignCreations.org staff
So if you write code for, say, the Firebat, that refers to a custom-named Local you made with the Marine, but have compiled them at two different times, it won't work? Since the first compiling of the Marine will not preserve the custom local name, when you compile the Firebat code, which refers to that custom name, IceCC has no way to associate those two to the same offset?
PyMS and ProTRG developer