Don't know why Preserver says it is only for taking damage. Location: Attacker is a totally useful part of the damage response, and you can use it to do all kinds of things on attack/spell damage.
The only downside is that the combination of Location: Attacker and Fatal does not work, for reasons unknown.
2. Is it possible to do kinda like a expansion type thing? Something like, You complete the quests and the boss for that map and your char is saved and the expansion type thing allows you to load your char from the first map/area to next map/area and continue the quests and what not. Kinda like your typical mmo's.
Welcome!
This is certainly possible. Using bank files, you can store players' character data on their computers and then load it in any map you create. The players only need to leave one game that you create and join another.
As for making heroes, there is a quite old tutorial on Youtube by OneTwoSC: They're quite long and thorough so you'll have to play close attention.
I believe that in order to make a Hercules unit, you will have to use the campaign dependencies, as otherwise you will not be able to access the model.
There's really very little downside to using the campaign dependencies, though, so just do it.
Less effective than my previous suggestion, but you can obfuscate things very easily by saving them in the global DataTable. Then you can break apart the key used to store/retrieve in the DataTable so that it can't simply be searched in your map script.
You could partially encrypt values in one location of the script and then use some trigger magic or function pointers to finish encrypting them elsewhere, retrieving them via the DataTable.
Edit:
And you could simply obfuscate your code by making it excessively complicated, at least in appearance.
If the encryption keys are the only thing that you are worried about, simply put them into a data field somewhere and look them up via catalog functions on initialization. If they can't obtain your data, then they can't obtain your keys.
I want to disable the chat for individual players at different times. Has anybody done this? There's no obvious support for it in the triggers. I haven't tried any of my ideas yet, but if somebody has already done it, there's no need.
I'm considering testing hooking up the chat bar and doing something with it. My guess is it won't let me though. I could move the chat display, but that would only prevent the player from seeing the chat, not from typing into it. I could also use the clear messages action, but this doesn't exactly have the desired functionality either.
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Don't know why Preserver says it is only for taking damage. Location: Attacker is a totally useful part of the damage response, and you can use it to do all kinds of things on attack/spell damage.
The only downside is that the combination of Location: Attacker and Fatal does not work, for reasons unknown.
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Welcome!
This is certainly possible. Using bank files, you can store players' character data on their computers and then load it in any map you create. The players only need to leave one game that you create and join another.
As for making heroes, there is a quite old tutorial on Youtube by OneTwoSC: They're quite long and thorough so you'll have to play close attention.
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@xideran: Go
I believe that in order to make a Hercules unit, you will have to use the campaign dependencies, as otherwise you will not be able to access the model.
There's really very little downside to using the campaign dependencies, though, so just do it.
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@Apollys: Go
Less effective than my previous suggestion, but you can obfuscate things very easily by saving them in the global DataTable. Then you can break apart the key used to store/retrieve in the DataTable so that it can't simply be searched in your map script.
You could partially encrypt values in one location of the script and then use some trigger magic or function pointers to finish encrypting them elsewhere, retrieving them via the DataTable.
Edit:
And you could simply obfuscate your code by making it excessively complicated, at least in appearance.
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If the encryption keys are the only thing that you are worried about, simply put them into a data field somewhere and look them up via catalog functions on initialization. If they can't obtain your data, then they can't obtain your keys.
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If you want to do percentage armor, rather than flat reduction, you will have to use Combat: Damage Response with a Location of Defender.
I know nobody asked, but could be relevant.
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@Apollys: Go
TriggerDestroy(trigger t);
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@Ahli634: Go
How do these labels behave when you select more than one unit? The info panel goes away of course when you select more than one. :)
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@Stormahawk: Go
Negative regeneration doesn't work that way. You will have to replace it with a behavior with a periodic damage effect.
I assume Tya misunderstood and didn't read the bit about negative regeneration, as he/she referred to the damage effect as well.
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I don't believe it's possible.
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If you clarify what specifically you are referring to I have no doubt that I can answer you as I have worked on this map.
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@Reul123: Go
They look good. Any way to add backgrounds?
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@Charysmatic: Go
It worked. I noticed, though, that if you disable the edit box, it can still be opened with enter, but not closed with enter.
To solve this, I hooked up the chat bar itself as well, and moved it offscreen when necessary.
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@Charysmatic: Go
Thanks. I kind of expected that it wouldn't let me hook it up, but I will give this a try.
Don't want to go to the trouble of a custom chat at the moment... Especially because it doesn't exactly gel with private messaging.
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I want to disable the chat for individual players at different times. Has anybody done this? There's no obvious support for it in the triggers. I haven't tried any of my ideas yet, but if somebody has already done it, there's no need.
I'm considering testing hooking up the chat bar and doing something with it. My guess is it won't let me though. I could move the chat display, but that would only prevent the player from seeing the chat, not from typing into it. I could also use the clear messages action, but this doesn't exactly have the desired functionality either.