You know if its i GUI you can select all and Copy as text then paste here between double <> , <code> </code> tags, even if its in galaxy it would somehow help because there is no way some one will read this. Btw tell us what you trying to achieve because this clearly looks like overdone
This is still a problem. Right now I have 51 wave triggers, each using a periodic event of .1 game seconds because I don't know how to force the game to check for the variable current wave otherwise. This causes MAJOR LAG in my map. I've tried figuring it out for myself but nothing seems to work.
Well you could use array of waves on init something like
Wave[1] = zerglings
Wave[2] = archons
etc. And than in 1 "spawner" kind of trigger use something like create unit Wave[current wave] You can also change 0.1 to something 0.5 . For human it wont make difference but for code its about 30% less (i believe minimal tick is 0.125? or is it 0.0125?)
I see his issue. There is just "kill unit" and nothing like Deal damage from player or something.
Well create custom action
In action: parameter u unit
parameter p player
parameter x integer
action: kill u give player p x money
In you "kill trigger" with event "Player selects unit" do in actions
custom action(Selected unit, Triggering player)
I belive Selected unit is actually Unit group of Selected units so you may use "Unit from Unit Group(1, Selected Units) or do something like if player selects more than one you make Select unit (Unit from Unit Group(1, Selected Units)) and then run so it will prevent them from selecting multiple units at once
its hard to guess like this you dont give details on what way stuff works in your triggers and people wont go read tutorial just to find out how possibly you did it
I remember something with caleed MUI meaning Multi-Instancable back in Wc3 times. Now i dont even care about it.
Also it was the case if you used "Wait x" now you store player as p and your 100% sure it will work. All variables are locals now.
But you get it wrong here. You still should store Things like "Triggering Player" "Last created unit" etc if you use waits. Probably similar precautions should be taken when you run action/function in new threads. On other hand forget about leaks unless threes is GUI option to destroy something you don't
So i have this very long string in my bank, its saved to bank properly as i did view the file Atm string have around 3000 characters. If i load it to variable from bank it have 781 characters :/
kinda low, very low (read lame)
Idk its sound odd :p At first you need to understand how it works
add debug after move region like
UI-Display(Combine("x = ",(Text((Xof(Centerofreg)))with2decimalplaces)," Y = ",(Text((Yof(Centerofreg)))with2decimalplaces)))for(Allplayers)toDebugarea
"x = "
X of point (center of region(reg))
"y= "
Y of point(center of region(reg))
Check what values you get if Y is increasing over time it means you need to remove *-1 (this would be weird tho) if you say it moves UP probably Y with some odd reason will be increased over time instead of being decreased. Only thing that really do the work here is move region. Play with values there. adding *-1 to X offset for example will result in region moving from right to left
Here it is nearly same working with map :)
Btw. "Width of reg * Col" etc can be replaced in case you need bigger spaces with "(Width of reg + x) * Col". Also note that if you region is not square or circle Width and Height of reg can return some weird numebrs
Hello
I think i need little help here because i cant figure this out.
Lets say i have
1aa2bb3cc4bb1ad2aa3bb and so on
As you can notice there are parts starting with 1x and ending right before another 1x. i need to extract characters after 4 (which is end of part) and before another 1
So simply 1aa2bb3cc4 bb 1ad2aa3bb
also main issue is that i dont know how many characters will extracting part have , but i know "1aa2bb3cc4" which is unique for every part.
Edit: whoa i actually found a way sorry for bothering :)
Are there any things you can do with Galaxy scripting that you can't do in the trigger editor without custom script?
Yes, if you go console-> type "browse", go -> view galaxy.natives you can learn that there are some functions which are not listed in GUI. Like for example somehow important (and "delicate in way it works") AddEventTrigger*, Also, in my opinion, it alot easier to edit any math stuff because you dont have to destroy whole formula if you want add something in front.
0
You know if its i GUI you can select all and Copy as text then paste here between double <> , <code> </code> tags, even if its in galaxy it would somehow help because there is no way some one will read this.
Btw tell us what you trying to achieve because this clearly looks like overdone
0
Well you could use array of waves on init something like
Wave[1] = zerglings
Wave[2] = archons
etc. And than in 1 "spawner" kind of trigger use something like
create unit Wave[current wave]
You can also change 0.1 to something 0.5 . For human it wont make difference but for code its about 30% less (i believe minimal tick is 0.125? or is it 0.0125?)
0
Set unit property - movement speed - 0 maybe than there is Reset movement speed :)
0
I see his issue. There is just "kill unit" and nothing like Deal damage from player or something. Well create custom action
In action:
parameter u unit
parameter p player
parameter x integer
action:
kill u
give player p x money
In you "kill trigger" with event "Player selects unit" do in actions
custom action(Selected unit, Triggering player)
I belive Selected unit is actually Unit group of Selected units so you may use "Unit from Unit Group(1, Selected Units)
or do something like if player selects more than one you make Select unit (Unit from Unit Group(1, Selected Units)) and then run so it will prevent them from selecting multiple units at once
0
Trigger - turn of trigger x you mean?
its hard to guess like this you dont give details on what way stuff works in your triggers and people wont go read tutorial just to find out how possibly you did it
0
I remember something with caleed MUI meaning Multi-Instancable back in Wc3 times. Now i dont even care about it.
Also it was the case if you used "Wait x" now you store player as p and your 100% sure it will work. All variables are locals now.
But you get it wrong here. You still should store Things like "Triggering Player" "Last created unit" etc if you use waits. Probably similar precautions should be taken when you run action/function in new threads. On other hand forget about leaks unless threes is GUI option to destroy something you don't
0
Hello
So i have this very long string in my bank,
its saved to bank properly as i did view the file
Atm string have around 3000 characters. If i load it to variable from bank it have 781 characters :/
kinda low, very low (read lame)
Strings themselves can hold a lot more than this, so do bank strings. Seems like limit is in operation itself
0
Idk its sound odd :p At first you need to understand how it works
add debug after move region like
"x = " X of point (center of region(reg)) "y= " Y of point(center of region(reg))
Check what values you get if Y is increasing over time it means you need to remove *-1 (this would be weird tho)
if you say it moves UP probably Y with some odd reason will be increased over time instead of being decreased. Only thing that really do the work here is move region. Play with values there. adding *-1 to X offset for example will result in region moving from right to left
0
Here it is nearly same working with map :)
Btw. "Width of reg * Col" etc can be replaced in case you need bigger spaces with "(Width of reg + x) * Col". Also note that if you region is not square or circle Width and Height of reg can return some weird numebrs
0
if i understand good (because you over explained) you want to move it in table like pattern. row, columns..
Haven't tested but should work. The move is move to point (point with offset(x,y))
0
The way you speak about it seems you think like on one ever tried damage display. Everyone did :)
If you have issues with it it most likely you approached it from wrong side. Post some code first so we can tinker it out
usual way is like
unit takes damage
local tt - text tag
create text tag
set tt - last created
/do fancy stuff with tt
wait x
destroy tt
0
Hello I think i need little help here because i cant figure this out.
Lets say i have
1aa2bb3cc4bb1ad2aa3bb and so on
As you can notice there are parts starting with 1x and ending right before another 1x. i need to extract characters after 4 (which is end of part) and before another 1
So simply 1aa2bb3cc4 bb 1ad2aa3bb also main issue is that i dont know how many characters will extracting part have , but i know "1aa2bb3cc4" which is unique for every part.
Edit: whoa i actually found a way sorry for bothering :)
0
you can check multiple filters
0
Yes, if you go console-> type "browse", go -> view galaxy.natives you can learn that there are some functions which are not listed in GUI. Like for example somehow important (and "delicate in way it works") AddEventTrigger*,
Also, in my opinion, it alot easier to edit any math stuff because you dont have to destroy whole formula if you want add something in front.
0
Well issue still exists and people still view this so its good to post additional informations about the fix imo