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Well, this section says about trigger or script. I just wanted to know the history of JASS to vJASS. Before I learn vJASS, I want to learn its history first.
vJASS introduced some nice object orientated aspects.
Because vjass was not good enough for some modders, they made a mighty 'new' scripting language, WurstScript, which is worth to check out, if you are not too much into vjass, yet.
vJASS introduced some nice object orientated aspects.
Because vjass was not good enough for some modders, they made a mighty 'new' scripting language, WurstScript, which is worth to check out, if you are not too much into vjass, yet.
My only issue with wurst is that it does not support brackets, which I highly prefer.
And the syntax for anonymous functions are meh (because they do not have brackets)
But other than that it is better than vjass in every way, in my opinion.
My only issue with wurst is that it does not support brackets, which I highly prefer.
And the syntax for anonymous functions are meh (because they do not have brackets)
But other than that it is better than vjass in every way, in my opinion.
Every different syntax becomes JASS anyways so the only improvement is possible laziness. Though there is a few other improvements which would be in-editor native list, better handling of object editor data and other stuff outside of the trigger editor.
You argue with laziness. Sure, it ends up the same, but also the ways how to achieve the result is definitly a very important aspect for programming language, not the plain operation spectrum alone.
You argue with laziness. Sure, it ends up the same, but also the ways how to achieve the result is definitly a very important aspect for programming language, not the plain operation spectrum alone.
I enjoy being able to see what I am making, every other way of looking differently at jass hides some parts. Also I dislike bloated code, speed is the number one most important thing in mapmaking for myself due to what I like to make. Though I won't deny that vjass has been the best improvement since it came out for triggering however I don't mean the syntax itself though making globals out of variable manager while still in world editor is nice.
I also prefer seeing what exactly my code is really like. There are a few things in vJASS that are challenging though. I imagine generating objects and linking them to variables is easier in Wurst.
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