After reading other threads and some tutorials, I understand how basic banks work, more or less. Still, I'm not sure what these functions are exactly for, because people give different explanations.
So, some simple questions:
-What is preload exactly for?
-You need to save the bank each time you store something? what if you don't save after storing?
-What are sections for? Do you really need them, or they're just to classify stuff better?
-If you don't have a bank / section / key, it generates itself? what if you try to load something that doesn't exist?
-Saving the bank on a variable is just to access it faster without needing to type the name? or you need to save it yes or yes if you're opening more than 2 banks?
Yeah, stupid questions, but I want to have everything as clear as possible before starting to experiment.
Preload creates a xml file named "BankList.xml" with bank names to load afaIk.
The action itself might have no real effect (only in editor). Blizzard did the same placebo actions to configure stuff in Starcraft Broodwar with "Preserve Trigger" which only set a flag in the editor while the action itself did nothing.
If you got no preload, you might have that file within your map already.
Preload creates a xml file named "BankList.xml" with bank names to load
afaIk. The action itself might have no real effect (only in editor).
Blizzard did the same placebo actions to configure stuff in Starcraft
Broodwar with "Preserve Trigger" which only set a flag in the editor
while the action itself did nothing.
If you got no preload, you might have that file within your map already.
Preload creates a xml file named "BankList.xml" with bank names to load afaIk. The action itself might have no real effect (only in editor). Blizzard did the same placebo actions to configure stuff in Starcraft Broodwar with "Preserve Trigger" which only set a flag in the editor while the action itself did nothing.
If you got no preload, you might have that file within your map already.
Technically it does not create the actual galaxy code, but it is still required.
SBeier described this as sort of command for compiler. (not sure if that was exact description).
So anyway it should be there. Really, as i said, it's just 1 call per player, what's the deal
After reading other threads and some tutorials, I understand how basic banks work, more or less. Still, I'm not sure what these functions are exactly for, because people give different explanations.
So, some simple questions:
-What is preload exactly for?
-You need to save the bank each time you store something? what if you don't save after storing?
-What are sections for? Do you really need them, or they're just to classify stuff better?
-If you don't have a bank / section / key, it generates itself? what if you try to load something that doesn't exist?
-Saving the bank on a variable is just to access it faster without needing to type the name? or you need to save it yes or yes if you're opening more than 2 banks?
Yeah, stupid questions, but I want to have everything as clear as possible before starting to experiment.
So there's a default return value, that's interesting, may not need "check if exists" then.
As for preload, I think I have some example map where it doesn't preload. Did I miss it, or there's situations where it isn't necessary?
If you don't preload it means you don't use banks. Btw what's the deal. It's just 1 function call per player on init.
Preload creates a xml file named "BankList.xml" with bank names to load afaIk. The action itself might have no real effect (only in editor). Blizzard did the same placebo actions to configure stuff in Starcraft Broodwar with "Preserve Trigger" which only set a flag in the editor while the action itself did nothing.
If you got no preload, you might have that file within your map already.
Anyway, no answer for the 5th question of the first post? :S
Just curiosity :P.
Seems that's it, thanks.
Technically it does not create the actual galaxy code, but it is still required.
SBeier described this as sort of command for compiler. (not sure if that was exact description).
So anyway it should be there. Really, as i said, it's just 1 call per player, what's the deal