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官方Q&A #52 : 地图编辑器的相关细节

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发表于 2009-6-13 12:12 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
上次的Q&A中确认了Beta会提供编辑器之后,这次Q&A卡肉开始讲述关于编辑器的相关细节.


1 、A:游戏是否仍然使用JASS语言,或者升级版的JASS ?
    Q:星际争霸II采用了全新的脚本语言,我们叫做Galaxy。这种语言与C语言非常像,以及任何熟悉C语言的人在编写上都不会又麻烦。

2 、A:语言是event-driven还是object-oriented?
    Q:语言本身不是object-oriented,虽然大多数的主要功能是基于游戏对象运行的。

3 、A:对照魔兽争霸III编辑器的话,又多少是相似的呢,如果有的话,可以在GUI中进行修改么(这在魔兽争霸III中是很受限制的 ) ?
    Q:在游戏中,用户界面布局在数据文件中是有很大拓展空间的,但是没有编辑器支持这些文件。因此,将有可能可以自定义游戏的用户界面,但是它可能不大好用。

4 、A:在星际争霸II的编辑器中有什么新的有意思的东西么,还是新的编辑器只有一般的改进?
    Q:我想不出魔兽争霸III特有的编辑器特点,不管大的还是小的,至少在某种程度上对星际争霸II来讲,这并没有得到改善。

5 、A:是否能出发一些沟通方面的功能,例如通过行为或战场条件,在新的语言中是否会加以改进?
    Q:在出发编辑中一个唯一的新特点是支持自定义,包括行为和战场条件。这意味这你可以从其他的行为中创建自己的行为(或自定义脚本代码),然后像进行其他行为一样触发这些行为。

6 、A:关于支持“英雄”的系统,会和魔兽争霸III编辑器不同?还是几乎是相同的?
    Q:我们一直在努力创造一个比魔兽争霸III更灵活的英雄系统,例如,地图制作者商将有能力来确定任何自定义属性,在英雄原有的基础上修改他的属性。

7 、A:在编程语言中会有一个公共的API么?
    Q:在魔兽争霸III中 ,有大量的“初始化”的游戏设定功能可以通过脚本进入。如果这是你所说的“公共的API ”的话 ,那么是的。

8 、A:新语句的“Garbage Collector”是否会有所提高?例如,在JASS的局部变量的结尾中设置一个清零语句,然后使某几个数据从游戏(例如游戏的局部变量)中清除,以避免内存泄漏?
    Q:系统所有数据库中的数据类型都有一个强大的“垃圾处理系统”(Garbage Collector),比魔兽3的要强大很多(魔兽3没有技术支持一个完善的“垃圾处理系统”)。魔兽中的脚本内存泄漏问题将成为过去。



原文:
1. Does it still use the JASS language, or perhaps an upgraded version of JASS?
StarCraft II uses an entirely new scripting language, which we’ve called Galaxy. This language is very similar to C, and anyone familiar with programming in C will have no trouble picking it up.

2. Is the language event-driven or object-oriented?
The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.

3. In comparison to the Warcraft III Editor, how much more, if any, can the GUI of the game be edited (it was extremely limited in Warcraft III)?
The in-game UI layout is externalized in data files to a large extent, however there is no editor support for working with these files. So it will be possible to customize the game UI, it just won't be a user-friendly process.

4. Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?
I can’t think of a single editor feature from WarCraft III, large or small, which has not been improved in at least some way for StarCraft II.

5. Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?
One significant new feature of the Trigger Editor is support for custom function definitions, including actions and conditions. This means you can create your own actions that are built up from other actions (or custom script code), then use those in triggers just as you would any other action.

6. How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical?
We’ve been working hard to create a hero system that is even more flexible than WarCraft III’s. For example, map makers will have the ability to define any number of custom attributes that modify a hero based on its level.

7. Will there be a public API for the programming language?
As with WarCraft III, there is a large set of “native” functions representing game functionality that can be accessed through scripts. If this is what you mean by “public API”, then yes.

8. Will there be improvements on the "Garbage Collector" for the new language? For example, in JASS all local variables need to be set to null at the end of their use, and certain data-types need to be removed from the game (such as Locations) at the end of their use to avoid memory leaks.
Galaxy features a robust garbage collection system for all native types, which is a huge improvement over WarCraft III (which technically did not have a garbage collection system at all). The script memory leak issues from WarCraft III will be a thing of the past.

---End of Transmission---


翻译:kola@sc2c.com
         tommy34012@sc2c.com

转帖请注明星际争霸2中文论坛


原文地址:http://forums.battle.net/thread.html?topicId=17779588788&;postId=177777991825&sid=3000#0

翻译原帖:http://www.sc2c.com/thread-7554-1-1.html
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