i do not play SC2 anymore etc.
I see links are dead so here you have:
Lib (hit the download button)
Demo (hit the download button)
I don't know if it even works. Fell free to edit share etc etc
Because "Catalog Field Value set" takes string. 400 alone will work since it will represent 400, but 400+anything for example: 400+50 will be stored as it is, as "400+50" which is not valid integer.
You need to use,Set catalog field value to 'Convert integer to string (400+X)'
If you are doing something like descriptions or something human readable you should get better results using User Types in Data Module. At least you will not pointlessly flood script (which in the end may bring you faster to script limits)
Quote from BloodyheadRamson: Go
Is there a way to apply this to multiple players in same game? When creating talent tree there is no "for player x" variable. Or does it creates the tree individually for every player.
You decide which tree shown to who. Trees are separate per player so everyone have their own version of let's say "Shadow" tree. Upgrades on which system is based are also per player.
The only time this will fail is if one player is in control of 2 units which are affected by same tree. There will be no separation between those 2 units unless you make another tree and set of upgrades for second unit.
Is it me or those entire 'new' data types are piece of crap? Unless they can be used directly from data module level (which i haven't tested) they are like reinventing the wheel for me.
I waited for 1.5 just to be sooo disappointed :D I don't know what limitations they have, system structure or laziness, but they could simply make class like type and it would be pure win.
Also i noticed they added structs and arrays passing to Galaxy but not for GUI?? Those could easily replace those pointless Data Types...
Why use local copy/ref if you have global already?
Also is very internal at this point. Your not sure what is passed by ref and what by value.
Technically any complex type (a class) should be passed by ref.
So for example
int g_x = 0; int x = g_x; x = 1; //g_x != 1 unit g_u = some unit; unit u = g_u; modify u; // g_u is modified too.
triggers have search function. Spend some time and find it ...
Quote from Icesmaster: Go
Now i got the start level 3, also got that Buy life upgrade increase this, now what i missing is that when the player dies it removes 1 ( and in the same fassion adds 1 to the kill scoring player ) so it's displayed properly.
Quote from Dragoneles: Go
Banks are trigger-related. I'm sure there's a good number of tutorials for it here. Just beware that bank security is very hard (essentially impossible) to achieve.
Technically 99% of players will not bother with trying to hack the map. Not to mention there's signature option which makes things even harder. Actually. Signature itself is already pretty solid security. Noobs trying to modify file will quickly find out they lost everything.
If it cannot be read i either cannot (by design) or you mistype something.
To get string paths create Text variable, go into value editor so you can type text, select data field you want and click 'insert data field'
If it's not there than it cannot be read. If You can modify this field via Upgrades it means it cannot be written to.