After taking a good little rest, I still have a few more ideas. Likely to have more over time.
B1) Determine max array size
1) Try the largest array of INTEGER variable you can.
2) Do a loop from [ 0 ] to whatever max to write 1 as a value in each array index
3) In the same loop, check if variable was affected to 1.
If it was affected, continue the loop to affect the next number to 1
If it wasn't affected, modify the minerals to the array index affected and exit the loop (you can use direct show text if you know somehow)
XXXX being the last index you tried to affect but didn't affect in the end.
Example :
Code: Select all
int maxArray = 1000000; //Reduce if it crashes for max array size
int [] testInt = new int[maxArray];
for (int i = 0; i < maxArray; i++){
testInt[i] = 1;
if (! (testInt[i] == 1)){
//Show i in some form or another (inside text message, mineral count, etc.)
i = maxArray; //To exit loop earlier
}
if (i == (maxArray - 1)){
//Show (maxArray - 1) as value in some form or another
}
}
In WC3, the last valid index was around 8100-8200.
In previous versions of WC3, going OutOfBounds on the right did crash the game.
In newer versions of WC3, it didn't affect the values but didn't crash the game.
B2) Change models' % size
Similar in WC3 where you can change the % model size to make them smaller or bigger.
If you can change individual %s of X,Y,Z, do it.
Although, for the extremes ...
1) do a model at 5-10% size but still noticeable on the screen.
2) do another at 300-600% size, also test which % you can have without having the model glitch. Would be interresting to see how SC2 handles oversized models visual-wise.
B3) Have brand new unit flags
We know the various unit flags such as "Light", "Biological", etc.
Now the idea is to have a brand new one (not a modified existent one) and add it to some unit. It could be called "Loladin".
Also modify another unit to have an attack bonus against said new unit flag (give it like +30 damage vs "Loladins", something noticeable basically) and use it to fire on the other one.
B4) Minimum/Maximum Caps of Movement Speed AND Turning Speed?
Fairly self-explanatory overall. Would be nice to see if it's possible to have a really high maximum moving speed (unlike WC3's 512 speed limit cap).
Also would be nice to see if there is huge ship with a VERY slow turning speed that actually take a full minute or two just turn a 180 degrees. Even in WC3, the best case scenario was like 10-15 seconds of very slow turning speed.
Also try 0.00 turning speed to see if it actually don't turn at all (seems ridiculous but can be important for units turned into buildings, although I think it mostly depends on having the Move ability or not).
B5) Modding a 4th race?
We did hear of the possibility that you can mod a 4th race. Thus maybe it's actually already possible ...
So in that regards ...
1) Make the race selectable while still being able to pick Terran, Zerg, Protoss or Random in the race selection.
2) Preferably use one of those neutral buildings at the main building just to make it clear that it's a new race and not a modified existant race along with a very limited tech-tree (just some barracks-equivalent and that's it, no point trying to make a full tech-tree).
EDIT :
B6) 2D and 3D arrays?
Essentially test if we can use 2D and 3D arrays in SC2.
Code: Select all
int maxArray = 10000;
int [][] test2D = new int[maxArray][maxArray];
int [][][] test3D = new int[maxArray][maxArray][maxArray];