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1.
Q:Does it still use the JASS language, or perhaps an upgraded version of JASS?
A: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.
问:游戏编辑器是否仍然使用JASS语言来进行编辑,或者用的是升级版的JASS ?
答:[星际2]采用了我们称之为Galaxy的全新的脚本语言。这种语言与C语言非常像,所以任何熟悉C语言的人要掌握它不会有太大难度。
2.
Q:Is the language event-driven or object-oriented?
A:The language itself is not object-oriented, although most of the native functionality is based around operating on game objects.
问:这种语言是基于“事件驱动”还是“对象驱动”的?
答:语言本身不是基于“对象驱动”的,尽管游戏中大多数的主要功能是基于游戏对象来运行的。
最新暴雪第52批官方问答!这次的官方Q&A距离上次的的51批官方问答距离时间不算很长,而次官方回答聚焦在[星际2]的地图编辑器身上具体如何?以下为蓝帖时间:
3.
Q: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)?
A: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.
问:和[魔兽3]的编辑器进行对比的话,两者有多相似呢?如果有的话,那么游戏中的GUI可以进行修改么(这在[魔兽3]中是很受限制的 ) ?
答:用户界面的布局在数据文件可以更具体化,从而达到更大方面的拓展,但是没有编辑器支持这些文件的运行。所以,玩家以后有可能自定义游戏的用户界面,但是它可能不大好用。
4.
Q:Are there new noteworthy functionalities in the Starcraft II Editor, or will the new editor just have general improvements?
A: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.
问:在[星际2]的编辑器中会有什么新的功能吗,还是只有以前的编辑器的一般的改进?
答:无论大的还是小的,我都找不出在[魔兽3]编辑器的哪些特点在[星际2]里面是没有得到改进的,差别只是改进的大小而已。
5.
Q:Will the ability to communicate among triggers, for instance via actions or conditions, be improved in the new language?
A: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.
问:在新的编辑语言中,触发器的交互能力方面会不会得到改进,例如通过行为或环境为条件进行判断?
答:在新的编辑器中的触发器的一个新特点是支持玩家的自定义,包括行为和环境。这意味着,你可以依据其他的行为来创建你自己的行为(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.
Q:How does "Hero" support differ from the Warcraft III Editor? Or is it practically identical?
A: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.
问:对于“英雄”系统,新的编辑器会和[魔兽3]编辑器不同?还是几乎是相同的?
答:我们一直在努力创造一个比[魔兽3]更灵活的英雄系统。举个例子,地图制作者可以再英雄原有的数据基础上来自定义任何属性。
7.
Q:Will there be a public API for the programming language?
A: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.
问:在新的编辑语言中会有一个公共的API吗?
答:就像在[魔兽3]中 ,可以通过脚本导入大量的“初始化”的游戏设定功能。如果这是你所说的“公共的API ”的话 ,那么是的。
8.
Q: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.
A: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.
问:新语言中,垃圾回收机制是否会有所提高?例如,在JASS的局部变量设置一个清零语句,然后在该变量使用完毕之后,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?
答:Galaxy语言将有强大的垃圾回收机制,这方面比[魔兽3]改进了很多(因为没有技术支持)。[魔兽3]中的脚本内存泄漏问题将成为过去。
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