Been about half a year since I've been active around here,
Any script-breaking changes (scripting wise, data doesn't concern me) I should be aware of from recent patches?
(Just installed arcade beta, Doesn't seem to be any new and special content there yet :/ )
I quote Gavin Degraw:
"I'm a boomerang doesn't matter how you throw me
Turn around and I'm back in the game
Even better than the old me"
That's how I feel everytime I leave the mapping scene and come back :P
Learn something new in programming job,
apply the new knowledge to mapping.
Since you don't like data, here's some new data stuff. You can define "User Types" in the data editor and then modify them with triggers. Useful if you don't really like making absurdly big records and arrays to hold data for your map.
Since you don't like data, here's some new data stuff. You can define "User Types" in the data editor and then modify them with triggers. Useful if you don't really like making absurdly big records and arrays to hold data for your map.
Thanks TolkFan :) looks like exactly what I'm looking for. Despite User Types being of data origin, it does look like I'll be able to put them to good use in future experimental projects. I presume they can be used in a similar manner to data tables/hash tables? Whereby we callback the properties by a key word?
In your opinion, would It be possible to use these User Types in a similar fashion to SQL? Because it sorta looks like it and it would be an awesome method to store data.
I'm curious as to whether or not we can store these user type information into banks without having to extract the information. This would be a very powerful way to transfer big records in between maps.
Yeah, they can be used as a database, but there is a problem: you can't add a new "instance" with triggers.
If I wanted to add a 4th hero "instance" to this, I'd have to do it manually in the data editor.
As for storing the user types in banks, the "Save User Data" function does exactly that. It even saves space by storing only values that have been modified. So in my example the Name, Class or Specialty fields wouldn't get get stored in the bank because they'll never change.
TOLKFAN!!!! is there any way you would be willing to make a tutorial on how to make a hero using the new Heroes tab, Hero stats, and Hero abilities tab, and User types? I have been trying for weeks PLEASE
It's not it's own data type that can make heroes.... Think of user types like gigantic spreadsheets that can be changed mid-game. They're quite powerful :P
I'm not sure if Tolkfan is doing a tutorial, but you can expect one soon(ish). A project I'm working on uses user types and the team wants to make a tutorial on it.
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Feel free to Send me a PM if you have any questions/concerns!
"Value count" makes that field an array
"Editor Column" specifies what column that field will be in the "Instances" table (Look at tolkfans screenshot, you can move the columns around using this field)
"Editor Text" haven't tried it out yet, but I'm guessing it's some kind of text/tooltip displayed in the editor
I don't think those data types (Hero Abilities, Hero Stats) do anything right now. They're obviously for Blizzard Dota Allstars, so they'll either "activate" once it comes out, or they'll stay the way they are now because Blizzard will only use them to store data, not actually do stuff like actors or units.
Thanks for making that clear. Makes much more sense now. Pretty much got the basics understood. Was thinking of using these to create dialog templates, but then I realized I can't get it to work in a user-friendly manner when I'm creating dialog's iteratively
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Been about half a year since I've been active around here,
Any script-breaking changes (scripting wise, data doesn't concern me) I should be aware of from recent patches?
(Just installed arcade beta, Doesn't seem to be any new and special content there yet :/ )
I quote Gavin Degraw:
"I'm a boomerang doesn't matter how you throw me
Turn around and I'm back in the game
Even better than the old me"
That's how I feel everytime I leave the mapping scene and come back :P
Learn something new in programming job,
apply the new knowledge to mapping.
So much win.
Here's a list of new native functions in 1.5.
Since you don't like data, here's some new data stuff. You can define "User Types" in the data editor and then modify them with triggers. Useful if you don't really like making absurdly big records and arrays to hold data for your map.
Is that HOMM 3? :)
It's a table filled with HOMM3 data I used to test out User Types :P
@Tolkfan: Go
Thanks TolkFan :) looks like exactly what I'm looking for. Despite User Types being of data origin, it does look like I'll be able to put them to good use in future experimental projects. I presume they can be used in a similar manner to data tables/hash tables? Whereby we callback the properties by a key word?
In your opinion, would It be possible to use these User Types in a similar fashion to SQL? Because it sorta looks like it and it would be an awesome method to store data.
I'm curious as to whether or not we can store these user type information into banks without having to extract the information. This would be a very powerful way to transfer big records in between maps.
@FuzzYD: Go
Yeah, they can be used as a database, but there is a problem: you can't add a new "instance" with triggers.
If I wanted to add a 4th hero "instance" to this, I'd have to do it manually in the data editor.
As for storing the user types in banks, the "Save User Data" function does exactly that. It even saves space by storing only values that have been modified. So in my example the Name, Class or Specialty fields wouldn't get get stored in the bank because they'll never change.
@Tolkfan: Go
Nice, I'm definitely going to test this out when I find the time :)
@Tolkfan: Go
TOLKFAN!!!! is there any way you would be willing to make a tutorial on how to make a hero using the new Heroes tab, Hero stats, and Hero abilities tab, and User types? I have been trying for weeks PLEASE
@Taintedwisp: Go
It's not it's own data type that can make heroes.... Think of user types like gigantic spreadsheets that can be changed mid-game. They're quite powerful :P
I'm not sure if Tolkfan is doing a tutorial, but you can expect one soon(ish). A project I'm working on uses user types and the team wants to make a tutorial on it.
I'd actually like to see a user types tutorial as well, I'm not quite sure how it works but would like to test it out.
Edit: I'm trying to create a user type for tests. There are a few things that aren't clear though.
For example, in the fields, There are a few blanks to fill in:
What exactly do these do?
Also, after adding fields, I attempted to add an instance, but my instances don't have any fields in them. Does anyone have any idea how to fix this?
Solved by unchecking "defines default values"
@FuzzYD: Go
"Value count" makes that field an array
"Editor Column" specifies what column that field will be in the "Instances" table (Look at tolkfans screenshot, you can move the columns around using this field)
"Editor Text" haven't tried it out yet, but I'm guessing it's some kind of text/tooltip displayed in the editor
@TheAlmaity: Go
The "Editor Text" tells the field to act as the name/prefix/suffix for instances (only visible in the trigger editor).
If you take my example and set the Class field to Suffix, then the name of instances will be displayed as "Sandro Necromancer" and not just "Sandro".
@Taintedwisp: Go
I don't think those data types (Hero Abilities, Hero Stats) do anything right now. They're obviously for Blizzard
DotaAllstars, so they'll either "activate" once it comes out, or they'll stay the way they are now because Blizzard will only use them to store data, not actually do stuff like actors or units.@Tolkfan: Go
ah, ok. cool. I don't use the trigger side of it much, got someone else to do that :p
@TheAlmaity: Go @Tolkfan: Go
Thanks for making that clear. Makes much more sense now. Pretty much got the basics understood. Was thinking of using these to create dialog templates, but then I realized I can't get it to work in a user-friendly manner when I'm creating dialog's iteratively