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    posted a message on [Library] N's Talent System

    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

    Posted in: Trigger Libraries & Scripts
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    posted a message on Attribute Scaling on Abilities

    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)'

    Posted in: Triggers
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    posted a message on Maximum String Length?

    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)

    Posted in: Galaxy Scripting
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    posted a message on [Library] N's Talent System

    Sorry but i no longer provide support for this.

    In near future i will most likely release User-Type based version which is way more flexible and easier for such things.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] N's Talent System

    It seems like trigger expects boolean as return value now. Fixed

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Library] N's Talent System
    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.

    Posted in: Trigger Libraries & Scripts
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    posted a message on New data types in patch 1.5

    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...

    Posted in: Data
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    posted a message on [Library] N's Talent System

    I was on vacations so sorry for late response.

    You would have to recode requirement checking function to support unit levels.

    I may add it in future tho.

    Posted in: Trigger Libraries & Scripts
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    posted a message on how to display:player unit type?

    Text -> Name of Unit type -> Unit type of unit...

    Posted in: Triggers
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    posted a message on How to link Local Trigger Var to Global Var?

    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.
    
    Posted in: Triggers
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    posted a message on Remove Upgrade level

    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.

    Posted in: Triggers
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    posted a message on detecting a player's # of games played in a map
    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.

    Posted in: Triggers
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    posted a message on Weapons Splash Modifier Trigger Error (Catalog Entry)

    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.

    Posted in: Triggers
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    posted a message on Can I layout units that are in a spawn group?

    there is a function 'Point with polar offset'. I let's you get point from point offset by distance and angle so you can have them in circle

    Posted in: Triggers
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    posted a message on Can I layout units that are in a spawn group?

    explain: "certain way"

    anyway it will involve math

    Posted in: Triggers
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