I would like to know how I would go about making a functional Experience system both for Single Player and Multiplayer usage because all my attempts have been in vain. Only tried to make a Single Player system so far.
So far I've tried to find guides on these forums as well as on the net and they point towards something called a Veterancy behavior. But those posts are from 2010 and it seems they address bugs with the editor (such as very little Experience support and weird workarounds) that I am not sure still exist here in 2011.
Could I get some help please?
If it's completely trigger based that would be kick-ass..unless it'll be too inefficient of course because of lag and stuff.
It's still veterancy behaviors, ignore all bugs mentioned, they were fixed (at least all the ones i know of). Tutorials aren't really outdated except for the mentioned bugs. If you do run into any of those, the tutorials probably tell you how to fix em.
Ummm... solution to what? Catalogs can do a LOT of things, but i don't think they can act as a veterancy (they have very little control over behavior values afaik)
Yea, i dont see how catalogs work there. They have very little effect on behaviors, and the thing catalogs are used for is changing/reading values. You can probably imitate a veterancy behavior by using an integer variable as XP and every time it passes X you use catalogs to modify your units stats... I'm pretty sure data is simpler though, is lagless, client handled, and won't need to make use of the "Any unit dies" event.
Hello community.
I would like to know how I would go about making a functional Experience system both for Single Player and Multiplayer usage because all my attempts have been in vain. Only tried to make a Single Player system so far.
So far I've tried to find guides on these forums as well as on the net and they point towards something called a Veterancy behavior. But those posts are from 2010 and it seems they address bugs with the editor (such as very little Experience support and weird workarounds) that I am not sure still exist here in 2011.
Could I get some help please? If it's completely trigger based that would be kick-ass..unless it'll be too inefficient of course because of lag and stuff.
Get used to not using triggers for most stuff.
It's still veterancy behaviors, ignore all bugs mentioned, they were fixed (at least all the ones i know of). Tutorials aren't really outdated except for the mentioned bugs. If you do run into any of those, the tutorials probably tell you how to fix em.
There was also some solution with the catalog function in triggers. Could you help me out by any chance? :3
Ummm... solution to what? Catalogs can do a LOT of things, but i don't think they can act as a veterancy (they have very little control over behavior values afaik)
Solution to making a working experience system.
Yea, i dont see how catalogs work there. They have very little effect on behaviors, and the thing catalogs are used for is changing/reading values. You can probably imitate a veterancy behavior by using an integer variable as XP and every time it passes X you use catalogs to modify your units stats... I'm pretty sure data is simpler though, is lagless, client handled, and won't need to make use of the "Any unit dies" event.
Okay. It would be something I need assistance with. Care to help? :3