"Name of player" is a function that exists for text, but i know that such comparisons haven't worked before (people tried it for bank protection), but i have no idea what exactly it is that doesnt make this work... Maybe there are no text comparisons?
It is impossible for all times to convert text to string since texts can and will be locally different (different client languages)
Though I read in one of the QA in the forum that they might consider adding a function that returns the player name as a string. The problem is on one side that computer players will have different names (based on the local language), so they would have to think about how to solve that.
And I am also not sure if they fear we might insert some sort of ban lists or other stuff restricting players.
Also, the bank protection they implemented doesn't really make the banks save. So you could create a map which edits said bank and the signature would still be intact. We would need ways to implement the player name and some sort of link to our map name/author name/map version.
Send message to all players (You are in the presence of the maps creator. Bow down to him and send me large denominations of cash)
Modify minerals for (picked player) +99999
Modify gas for (picked player) +99999
:D I actually put that into the map but couldn't get it to work. lol
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:D I actually put that into the map but couldn't get it to work. lol
I'm pretty sure you can't get the player's name because "if picked player" refers to the NUMBER of the player, not his actual name. Players are identified as numbers in a list of 16 slots, the string which includes a player name must be stocked elsewhere but I don't know where exactly. If only we could know which value is modified when we change a player name in the editor (in the players preferences), we should probably get it and use it in a trigger.
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I want to be able to compare player names.
For example, picked player = mattavich
Is there any way at all to return player names?
"Name of player" is a function that exists for text, but i know that such comparisons haven't worked before (people tried it for bank protection), but i have no idea what exactly it is that doesnt make this work... Maybe there are no text comparisons?
Currently there is no way to convert a text value to a string.... Unless the recent patch added that ability.... which I dont believe it did.
It is impossible for all times to convert text to string since texts can and will be locally different (different client languages)
Though I read in one of the QA in the forum that they might consider adding a function that returns the player name as a string. The problem is on one side that computer players will have different names (based on the local language), so they would have to think about how to solve that.
And I am also not sure if they fear we might insert some sort of ban lists or other stuff restricting players.
Also, the bank protection they implemented doesn't really make the banks save. So you could create a map which edits said bank and the signature would still be intact. We would need ways to implement the player name and some sort of link to our map name/author name/map version.
I remember making a joke about this and someone told me that it would never happen..
The joke went something like this::
I wanted to do this
Map init
If picked player = Jman117 (thats me)
Send message to all players (You are in the presence of the maps creator. Bow down to him and send me large denominations of cash) Modify minerals for (picked player) +99999 Modify gas for (picked player) +99999
:D I actually put that into the map but couldn't get it to work. lol
I'm pretty sure you can't get the player's name because "if picked player" refers to the NUMBER of the player, not his actual name. Players are identified as numbers in a list of 16 slots, the string which includes a player name must be stocked elsewhere but I don't know where exactly. If only we could know which value is modified when we change a player name in the editor (in the players preferences), we should probably get it and use it in a trigger.