hmm you guys are weird
all you have to do is CODE the Account name like = A = 5 B = 4
Ex: get any information in your Bank file like: Vitality = 2
and now, you do some math!
Account name= AB = 54 X 2 = 108
When you load the map, if the number 108 have change (cause the guys want to boost his vitality exp: Vitality = 10), the map do the formula 54 x 10 = 540, and realise its NOT the same number of the bank file, make a trigger and compare 108 to 540, that mean he try to hack the bank file, cause it suppose to be 108 = 108, end game.
enjoy :)
HOW TO SEPARATE inventory bags button from the console frame UI? no more possible with show/hide inventory, wtffff?!?!
each damn patch my inventory bug....GRRRRR
now, the two bags buttons are STUCK in the console frame, so if you hide de frame, it disable the inventory show/hide option at same time, its no more possible to use it....
Hi, I have an inventory on the hero in my map, but after patch 1.2 they are not showed anymore, I have no way to know what the cause is, so did anyone else face this problem and fixed it? how?
What you need should be something like:
1 trigger to define each dialog items (this is the biggest trigger you will have, it is used to create a menu containing the maximum of 120 items you speak of... but I seriously advice you DON'T display the whole tree for each hero and each level of each skill... that's just insane)
1 trigger "show UI" (which will show the dialog box, check for values from other triggers then display them in the right dialog item)
1 trigger to define the 5 levels of a skill (basically a switch that will change the settings/actions done depending on which skill it is)
1 trigger to define which hero has which skills in his "tech tree".
i did, its like 120xDialogs items for 1xTalent tree (assassin for exemple), the level of the skill are just changed with variable, so dont worry about it
when the player 1 choose a assasin, the trigger run the assassin tree
when the player 2 choose a firetrooper, the trigger run the firetrooper tree
etc..
basictly, its 6x120 in one trigger = lots of lines (i actuelly reach the limit of 1xtrigger so i need 2xtriggers to complete 1xUI tree)
here a example:
pick each player in PGX group (player1=x)
if player X = Assassin hero
Run (Assasin skill tree UI) (120xDialog items)
if Player X = Firetrooper hero
Run (Firetrooper skill tree UI) (120xDialogs items)
that is funny, all people are like: you are a bad programmer, but actuelly, i simplified almost all my triggers with variable and array (for 12xplayers)
Do most of these triggers have events?
Because triggers eat up more memory than a function does, so turning triggers without events into functions/actions is a good idea.
lot of events yeah
but the worst is the skill UI panel
its around 5xDialog item for 1 skill, there maybe 20xSkill for 1xHero, with 6xHeros, its around 120xdialog item just for the talent tree system, yep it hurt.
635 separate triggers? There isn't even that many different event types and you have only got 12 functions. You must be repeating the same script several times.
You are just doing it wrong... You are sure not using action definitions, functions and cycles to write less code possible. If you are using copy and paste more then 2 times on the same code you probably could write it in a better way.
There is no way to reach this trigger size if you do an efficient triggering!
My Crush Company map that has a heavy trigger usage is just 623k compressed and it could be less if i found some way to recycle some scripts for each unit's AI
i dont do it wrong, its just way more complex than Crush Compagy
This is such depressing news. Was looking forward to this, not to mention the time and effort you put in. jfc. It's not like 3mb of triggers even takes that much space, and if it runs well whats the problem with having more.
i was very exited cause i just finish a polished version of the multiplayer. But this sad thing stopped me...
Is it possible to get around this limit using Libraries from a mod or something? 25mbs of triggers is pretty crazy, how come you require so many? Additionally, if there is a legitimate reason for having that many triggers, you may want to start a thread petitioning blizzard for a higher limit. If they intend to have a map marketplace one day, they will have to raise the limit. No one will pay for maps that don't push the limits in what they do.
its all about custom UI + Smart click disable...you have to Triggers EVERYTHING! stats included, so, its not possible with this limit
0
hmm you guys are weird all you have to do is CODE the Account name like = A = 5 B = 4 Ex: get any information in your Bank file like: Vitality = 2
and now, you do some math! Account name= AB = 54 X 2 = 108
When you load the map, if the number 108 have change (cause the guys want to boost his vitality exp: Vitality = 10), the map do the formula 54 x 10 = 540, and realise its NOT the same number of the bank file, make a trigger and compare 108 to 540, that mean he try to hack the bank file, cause it suppose to be 108 = 108, end game. enjoy :)
0
enjoy! :)
0
k.jkkjjj
0
first multiplayer video of my project, thx to sixen for his time
info at: http://www.sc2mapster.com/maps/tristram/
0
HOW TO SEPARATE inventory bags button from the console frame UI? no more possible with show/hide inventory, wtffff?!?!
each damn patch my inventory bug....GRRRRR now, the two bags buttons are STUCK in the console frame, so if you hide de frame, it disable the inventory show/hide option at same time, its no more possible to use it....
hate patch XD
0
WELCOME TO MY LIFE
0
i did, its like 120xDialogs items for 1xTalent tree (assassin for exemple), the level of the skill are just changed with variable, so dont worry about it
basictly, its 6x120 in one trigger = lots of lines (i actuelly reach the limit of 1xtrigger so i need 2xtriggers to complete 1xUI tree)
here a example:
that is funny, all people are like: you are a bad programmer, but actuelly, i simplified almost all my triggers with variable and array (for 12xplayers)
just admit blizz have a fail editor, come on!
0
lot of events yeah but the worst is the skill UI panel its around 5xDialog item for 1 skill, there maybe 20xSkill for 1xHero, with 6xHeros, its around 120xdialog item just for the talent tree system, yep it hurt.
0
not so much
0
i dont do it wrong, its just way more complex than Crush Compagy
0
cause i have no idea how to do that and the map is not finished at all...
0
i was very exited cause i just finish a polished version of the multiplayer. But this sad thing stopped me...
0
its all about custom UI + Smart click disable...you have to Triggers EVERYTHING! stats included, so, its not possible with this limit
0
with a costum UI and a disable smart click map, you have to triggers EVERYTHING! (example:each mouse click have a impact)
that how hack and slash game with projectile work
add RPG elements and you get this
0
last updated