I tried making my own functions and elements in triggers/elements editor to address this issue, been trying for days to fix my map since it no longer loads properly on multiplayer post 1.2.2. I have tried creating new elements, functions, redesigning the save/load system. Nothing has worked.
When I had a cpu player as player 1, it was giving player 2 (the host) no save bank and giving player 3 the hosts save bank, so I turned player 1 from an allied cpu player to a playable user slot and moved their units/trigger references to player 14.
Now player 1 (the host) still has no save bank, but player 2 save bank loads successfully!
I tried making a 'Get player name (string)' function
by copying 'Get player name' and changing the return to 'String' instead of integer. (and yes, i changed the function properties to match the function category (right click/function properties)
Options: Function
Return type: String
Parameters: (p~ <player>)
Grammar Text: Name of player p~
Custom Text:
(I tried different variations of functions, with extra fields, nothing worked)
LocalVariables:
Actions:
Return Name of player p~
so when i got this set up and looking how it should, it would reach that point and skip all remaining actions. In earlier attempts triggers stopped working entirely.
So i tried to make a "convert text to String' function so the save system will identify our heroes for us. I don't remember exactly what i did but i copied one of the other 'convert to' functions, changed the parameters and return type accordingly, and it ended up not working, always returning a nil value (or not compiling at all).
I then tried to make a 'Text comparison' by copying string comparison
Text comparison
Options: Function, Native
Return Type=Boolean
Parameters
+String 1 <text>
+String 2 <text>
Grammar Text: String 1 is equal to String 2
Hint text - Return true if two text objects are the same
The weird thing is, you can save this function on a map, but as soon as you link to it, or use it in any way, you get 'syntax error, cannot compile' or 'too many object references' and it points to the trigger that used your text comparison function...
Blizzard needs to implement a 'get player name (string)' function because the save bank system seems to be having problems properly identifying players banks in multiplayer. I hope someone else finds this data helpful towards finding a workaround. Iv tried for days
Is it able to get the Playername into a string?
This were realy easy in Wc3 but i can´t find it in starcraft
Not possible right now, might be added in a future patch.
Küken is right, but if do not need it for additional bank protection (file sharing) then there could be a workaround maybe?!
maybe get them to type their name at start and store that?
I tried making my own functions and elements in triggers/elements editor to address this issue, been trying for days to fix my map since it no longer loads properly on multiplayer post 1.2.2. I have tried creating new elements, functions, redesigning the save/load system. Nothing has worked.
When I had a cpu player as player 1, it was giving player 2 (the host) no save bank and giving player 3 the hosts save bank, so I turned player 1 from an allied cpu player to a playable user slot and moved their units/trigger references to player 14. Now player 1 (the host) still has no save bank, but player 2 save bank loads successfully!
I tried making a 'Get player name (string)' function by copying 'Get player name' and changing the return to 'String' instead of integer. (and yes, i changed the function properties to match the function category (right click/function properties)
(I tried different variations of functions, with extra fields, nothing worked)
so when i got this set up and looking how it should, it would reach that point and skip all remaining actions. In earlier attempts triggers stopped working entirely.
So i tried to make a "convert text to String' function so the save system will identify our heroes for us. I don't remember exactly what i did but i copied one of the other 'convert to' functions, changed the parameters and return type accordingly, and it ended up not working, always returning a nil value (or not compiling at all). I then tried to make a 'Text comparison' by copying string comparison
The weird thing is, you can save this function on a map, but as soon as you link to it, or use it in any way, you get 'syntax error, cannot compile' or 'too many object references' and it points to the trigger that used your text comparison function...
Blizzard needs to implement a 'get player name (string)' function because the save bank system seems to be having problems properly identifying players banks in multiplayer. I hope someone else finds this data helpful towards finding a workaround. Iv tried for days
as of now its impossible, and blizz has stated they dont think it will ever be possible due to cross-region translation issues.
@zeldarules28: Go
Well they can give us access to something hopefully... no real way to do banlists easily atm.