Feasibility of an AoS with .GUI

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Feasibility of an AoS with .GUI

Postby Drain_Pipe » Mon Jan 14, 2008 8:37 pm

Since I'm never bothering to learn JASS, I was wondering how feasible it would be to create an aos with custom abilities and a damage/knockback system using only .GUI and some custom script?

I'm trying to be as efficient as possible with regards to recycling units from the start, instead of always creating new ones, and keeping track of stuff with either massive amounts of arrays or custom abilities. Damage bonuses and defenses, resistances, custom evasion, spell and physical attack boost will all be monitored and checked only on taking damage, where everything will be tallied in such events, but not all the time.

I'm sure it can be done to the extent I want, the question is how well can it run with what's been mentioned (also considering a LOT of detection is going to be using and if functions for buffs, abilities, levels of buffs etc...)? I mean, would it be a little lag, or so bad you can't even move?
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Postby Kaz » Tue Jan 15, 2008 4:31 am

GUI is horribly inefficient code-wise to begin with. You're shooting yourself and the map in the foot to begin with.

Try vJASS (wc3campaigns.net), it's apparently even easier to learn than JASS.
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Postby CrashTestMole » Tue Jan 15, 2008 10:44 am

JASS > GUI
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Postby Turkey_Slayer » Tue Jan 15, 2008 1:27 pm

To begin with, no shit, to begin with.
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Re: Feasibility of an AoS with .GUI

Postby Dr.Willy » Tue Jan 15, 2008 1:58 pm

Drain_Pipe wrote:...

I wouldnt be so concerned about lag just because of gui usage. I would however worry abour your sanity when you attempt to do advanced yet efficient stuff in gui.
Then again, feel free to make your own experiences :P
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Postby Drain_Pipe » Tue Jan 15, 2008 8:45 pm

Mk, That's what I thought. I'd still rather not do JASS, i had started and it seemed like i was going nowhere.
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Postby CrashTestMole » Fri Jan 18, 2008 4:24 pm

JASS is just easier to do harder stuff i think, .GUI is bullshit
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Postby Drain_Pipe » Sat Jan 19, 2008 9:49 am

I know the limitations of .GUI. But I don't agree that JASS is used for harder stuff. There really is no difference between one thing and another, the only difference is possible and impossible. If it's possible, then you can do it, the only thing is knowing the primary steps TO do it. If I knew the syntax of JASS, I'd be able to do pretty much just as much as any other JASSer, because I already know how a lot of stuff is setup because I've used .GUI, and I've already made feasible .GUI systems to mimic JASS ones already. I also know ways of setting things up in .GUI so that JASS is merely efficient in terms of shorter code, and less required crap in between. So when we get down to it, JASS isn't for harder stuff, it's for making things less cluttered, in a sense. It alos leaks less, which allows you to run big projects, such as aoses, without as much lag, on the internet.

My only concern was how much worse it would be to play if everything was .GUIed up.
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Postby Kaz » Sat Jan 19, 2008 10:15 am

There are things that are impossible in the GUI.

Seriously, learning the fucking GUI took me longer than learning JASS. USING it takes forever, I have to go through a million fucking popups to make a simple goddamn math equation. Vexorian made vJASS which makes it even easier to use. Quit being a faggot and use something that doesn't suck already.
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Postby Drain_Pipe » Sat Jan 19, 2008 12:33 pm

Jesus Christ I know the difference. And I am starting to learn it so give me break. I was merely saying to crashtestmole that the two both do the job in roughly the same way. JASS is cleaner and has functions to do things .GUI can't, yeah that's obvious. BUT, like I said, it comes down to impossible or possible. Lots of stuff possible in JASS is Impossible in .GUI, but there's no difficulty of a spell or system that separates JASS and .GUI if both can do it. JASS just makes some rather simple things much easier to do.
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Postby Dr.Willy » Sat Jan 19, 2008 3:36 pm

Couldn't we just Copy&Paste the posts from the last GUI vs Jass discussion and save lots of time alltogether?
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Postby Drain_Pipe » Sat Jan 19, 2008 7:03 pm

I'm pretty sure the 5 ppl repeating kaz have made the point quite clear.
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Postby CrashTestMole » Sat Jan 19, 2008 10:32 pm

Oh no theres still room for more
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Postby Drain_Pipe » Sat Jan 19, 2008 11:53 pm

by all means, keep going if you like.
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Postby theboogleman » Sun Jan 20, 2008 12:07 am

OKay then, you suck, go be a man and JASS.
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Postby CrashTestMole » Sun Jan 20, 2008 8:26 am

You should do this in JASS, its much easier. GUI SUCKS
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Postby Drain_Pipe » Sun Jan 20, 2008 9:33 am

theboogleman wrote:OKay then, you suck, go be a man and JASS.


I said a few posts back that I was just starting so yeah. It's a slow process for me cause I'm lazy.
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Postby CrashTestMole » Sun Jan 20, 2008 10:43 pm

Drain_Pipe wrote:I'm pretty sure the 5 ppl repeating that have made the point quite clear.


...
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Postby Drain_Pipe » Sun Jan 20, 2008 10:48 pm

CrashTestMole wrote:JASS > GUI

CrashTestMole wrote:JASS is just easier to do harder stuff i think, .GUI is bullshit

CrashTestMole wrote:You should do this in JASS, its much easier. GUI SUCKS


Yeah.
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Postby CrashTestMole » Sun Jan 20, 2008 11:11 pm

lol everyone is repeating me :P
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Re: Feasibility of an AoS with .GUI

Postby windigo » Wed Jul 30, 2008 1:55 pm

vJASS is the ONLY way to go now. Seriously.
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Re: Feasibility of an AoS with .GUI

Postby Dr.Willy » Wed Jul 30, 2008 5:19 pm

vJass just doesnt stink as much as regular Jass does.
I just hope whatever blizzard ships with sc2 will be somewhat usable...
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Re: Feasibility of an AoS with .GUI

Postby Cassiel » Thu Jul 31, 2008 2:23 am

windigo wrote:vJASS is the ONLY way to go now. Seriously.

Heh that was quick.
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Re: Feasibility of an AoS with .GUI

Postby EzekieL » Thu Jul 31, 2008 9:55 pm

I may be wrong but I think Bob made Ruiner's Domination with Mostly GUI and that was a fantastic map.
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Re: Feasibility of an AoS with .GUI

Postby Drain_Pipe » Sun Aug 03, 2008 10:13 am

why was this thread revived?
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