Strings are fairly buggy as it is. I could deal with it if the triggers could be separated from the strings, via a simple number. ie...
comment(0); would refer to string 0. A string list might also be nice in the text editor as well.
If there is a way of going over 1024 strings in SCMDraft, I'd like to know.
Any sort of find/replace in the text trigger editor is pointless, unless it's really easy to incorporate for you. Copy/paste is just one more step.
An editor cannot magically circumvent all the restrictions of StarCraft.
This is lil-Inferno here, so I'm assuming he knows the limits of SC.
The byte (or character) limit for strings is 65536.
Each character in a string takes up one byte of data, and each string has a 2 byte offset value, and a 1 byte null terminator. So, the string "Hello" takes up 8 bytes.
Basically, the limit isn't on how many individual strings the map has, but instead on how much space the strings take up. (or in other words, how many characters the strings have)
For example, if you have 1000 strings that are only 8 bytes long, such as "Hello", you're using 8000 bytes, which is less than 1/8 of the limit.
SCMDraft crashes when you go over 1024 strings. I used text trigger duplicator, added 0-1064 in the comment field, which should only give me 1065 strings, and 6387 bytes used, well under the 65536 bytes.
Post has been edited 1 time(s), last time on Mar 18 2009, 10:14 pm by Zachary Taylor.
When asked about the results, God replied, "This is just an over aggressive optimization bug in this release of the universe kernel. I have it fixed in code but I'm reluctant to reboot because of the current uptime."