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)
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.
The fact that they are in 'data' is fail right away. I thought those will be something like classes,or at least something similar in concept. Yet they are detached from triggers making them tied to given map/mod. So trigger libraries gained nothing.
I find them to be quite awkward in use. Go here, set this, change this there, go back here.... meh.
Also they are somehow against general coding standards. Where's the instance, where's the reference, are they destroyed or not, initialized or not. All so messy.
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...
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.
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.