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    posted a message on Trouble making custom units

    I watched your video, and it's not a bug at all. I will explain a few things first.

    1. NAME != what the object is, the ID does. The name of something in the editor is just a text value that you can change however you please. So when you highlight the data and press F2 you can name it whatever you want. So just because it doesn't have "Copy" next to it means NOTHING.

    2. Why are you duplicating other values like weapons and stuff, these won't link up automatically.

    3. Just because the original actor is on top does not mean it's the main actor, it just means that the unit is going to use it. Basically if you make the Zergling morph into a Brutalisk the Brutalisk actor will show up.

    Now if you want to make a video showing that when you send an actor message to the zergling 2 actor, that it's not being applied, then someone can walk you through this further.

    But seeing how you don't seem to understand how actors work AT ALL. I suggest you go look up a tutorial on that first. Because in reality duplication is a crutch.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on .SC2Bank Limitations

    Awesome! I was able to repro the issue. Thanks Molsterr! It looks like this only happens over b.net so testing the map seems to work okay, but not having something like this over b.net is just terrible.

    Hopefully blizz fixes it soon.

    Posted in: General Chat
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    posted a message on .SC2Bank Limitations
    @Molsterr: Yea I'm just trying to root out what kind of problem it is, if it's a general size issue or the way the data is saving. I think I have enough info. Thanks Molsterr! Try not preloading the bank. :) See if that helps out. You should still be able to call the data out of the bank for each player without needing to preload.
    Posted in: General Chat
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    posted a message on .SC2Bank Limitations
    It seems that constructing the strings using variables works alright, if you try and explicitly call them then it screws up. I reconstructed your code and it hung till I was dropped, I then piped it through a variable before storing it and it seems fine. The map is called 2ndTestBank.sc2map it's public right now. This is the trigger: Map Initialization
    Bank - Open Bank "Popstain" for player 1
    Bank - Preload and synchronize bank "Popstain" for player 1
    Bank - Store String Untitled Variable 001 as "w" of section "e" in bank (Last opened bank)
    Bank - Store String Untitled Variable 001 as "w" of section "a" in bank (Last opened bank)
    Bank - Store String Untitled Variable 001 as "w" of section "s" in bank (Last opened bank)
    Bank - Store String Untitled Variable 001 as "w" of section "g" in bank (Last opened bank)
    Bank - Store String Untitled Variable 001 as "w" of section "x" in bank (Last opened bank)
    Bank - Store String Untitled Variable 001 as "w" of section "p" in bank (Last opened bank)
    Bank - Save bank (Last opened bank)


    Variable Value = fdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdklfsdklffdfksabfjksdklfjsdkl

    Bank Size = 3KB
    Posted in: General Chat
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    posted a message on .SC2Bank Limitations

    Wow you're really not going to look at the map are you? Fine.

    void gf_InitializeBanks (int lp_player) {
        int auto5FFCA0B2_as;
        int auto5FFCA0B2_ae;
        int auto5FFCA0B2_ai;
        int autoCE516E20_as;
        int autoCE516E20_ae;
        int autoCE516E20_ai;
    
        // Variable Declarations
        int lv_bankNumIterator;
        int lv_bank;
    
        // Variable Initialization
        lv_bankNumIterator = 0;
        lv_bank = 0;
    
        // Implementation
        if ((PlayerStatus(1) == c_playerStatusUnused)) {
            return ;
        }
        else {
        }
        auto5FFCA0B2_as = 1;
        auto5FFCA0B2_ae = 5;
        auto5FFCA0B2_ai = 1;
        lv_bank = auto5FFCA0B2_as;
        if (auto5FFCA0B2_ai > 0 || (auto5FFCA0B2_ai == 0 && auto5FFCA0B2_as < auto5FFCA0B2_ae)) {
            while (lv_bank <= auto5FFCA0B2_ae) {
                if ((BankExists(("zzTestBank" + IntToString(lp_player) + IntToString(lv_bank)), lp_player) == true)) {
                    BankLoad(("zzTestBank" + IntToString(lp_player) + IntToString(lv_bank)), lp_player);
                }
                else {
                    BankLoad(("zzTestBank" + IntToString(lp_player) + IntToString(lv_bank)), lp_player);
                    autoCE516E20_as = 1;
                    autoCE516E20_ae = 20000;
                    autoCE516E20_ai = 1;
                    lv_bankNumIterator = autoCE516E20_as;
                    if (autoCE516E20_ai > 0 || (autoCE516E20_ai == 0 && autoCE516E20_as < autoCE516E20_ae)) {
                        while (lv_bankNumIterator <= autoCE516E20_ae) {
                            BankValueSetFromString(BankLastCreated(), ("Test Section" + IntToString(lv_bankNumIterator)), IntToString(lv_bankNumIterator), ("Test " + IntToString(lv_bankNumIterator)));
                            lv_bankNumIterator = lv_bankNumIterator + autoCE516E20_ai;
                        }
                    }
                    else if (autoCE516E20_ai < 0 || (autoCE516E20_ai == 0 && autoCE516E20_ae < autoCE516E20_as)) {
                        while (lv_bankNumIterator >= autoCE516E20_ae) {
                            BankValueSetFromString(BankLastCreated(), ("Test Section" + IntToString(lv_bankNumIterator)), IntToString(lv_bankNumIterator), ("Test " + IntToString(lv_bankNumIterator)));
                            lv_bankNumIterator = lv_bankNumIterator + autoCE516E20_ai;
                        }
                    }
                    BankSave(BankLastCreated());
                }
                lv_bank = lv_bank + auto5FFCA0B2_ai;
            }
        }
        else if (auto5FFCA0B2_ai < 0 || (auto5FFCA0B2_ai == 0 && auto5FFCA0B2_ae < auto5FFCA0B2_as)) {
            while (lv_bank >= auto5FFCA0B2_ae) {
                if ((BankExists(("zzTestBank" + IntToString(lp_player) + IntToString(lv_bank)), lp_player) == true)) {
                    BankLoad(("zzTestBank" + IntToString(lp_player) + IntToString(lv_bank)), lp_player);
                }
                else {
                    BankLoad(("zzTestBank" + IntToString(lp_player) + IntToString(lv_bank)), lp_player);
                    autoCE516E20_as = 1;
                    autoCE516E20_ae = 20000;
                    autoCE516E20_ai = 1;
                    lv_bankNumIterator = autoCE516E20_as;
                    if (autoCE516E20_ai > 0 || (autoCE516E20_ai == 0 && autoCE516E20_as < autoCE516E20_ae)) {
                        while (lv_bankNumIterator <= autoCE516E20_ae) {
                            BankValueSetFromString(BankLastCreated(), ("Test Section" + IntToString(lv_bankNumIterator)), IntToString(lv_bankNumIterator), ("Test " + IntToString(lv_bankNumIterator)));
                            lv_bankNumIterator = lv_bankNumIterator + autoCE516E20_ai;
                        }
                    }
                    else if (autoCE516E20_ai < 0 || (autoCE516E20_ai == 0 && autoCE516E20_ae < autoCE516E20_as)) {
                        while (lv_bankNumIterator >= autoCE516E20_ae) {
                            BankValueSetFromString(BankLastCreated(), ("Test Section" + IntToString(lv_bankNumIterator)), IntToString(lv_bankNumIterator), ("Test " + IntToString(lv_bankNumIterator)));
                            lv_bankNumIterator = lv_bankNumIterator + autoCE516E20_ai;
                        }
                    }
                    BankSave(BankLastCreated());
                }
                lv_bank = lv_bank + auto5FFCA0B2_ai;
            }
        }
    }
    

    That's what I'm using to populate and write the strings. It seems to be all good for me.

    Then on map initialization I preload all the banks for the players.

    This is not a pissing contest, I'm trying to find out the issue, if you would have a look at the map and let me know what's so different I would love to try and help.

    Posted in: General Chat
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    posted a message on .SC2Bank Limitations

    @Molsterr: Go

    Right but you can preload it per player is what I'm saying. You just can't load it for the same two players right now. If you would actually look at the map you can see I preload all 5 of the banks before use and it loads just fine. But if you switch player two's first preload bank from 21 to 11 you'll hang till you get dropped since player one is already preloading bank 11.

    So the problem is not that there is a bank limitation but that the same bank can't be preloaded for multiple people?

    If that's the case you don't need to preload the bank at all, just open it and start setting Variable values from each of the players.

    Let's say you have a character Bank. Just "Open" character banks for all players and set the proper variables. Don't preload them. Preloading won't help at all in that instance. Opening a bank will check to see if the bank exists or open one for writing.

    Posted in: General Chat
  • 0

    posted a message on .SC2Bank Limitations

    @Molsterr: Go

    I got Banks

    What say you?

    Granted in the map I'm not trying to preload one bank for two players.

    I'm simply trying to root out this issue and get some extra information because a workaround seems possible obviously since I seem to not be having the issue. And if you check the screenshot there you can see this is out of my Accounts folder so it has to be through bnet.

    I'm not doubting that there is some kind of issue here at all.

    Posted in: General Chat
  • 0

    posted a message on .SC2Bank Limitations

    @WhiskeeGX: Go

    I haven't encountered this at all, infact I've made a custom map on B.net that will populate several (5) 737KB banks for 5 players. You can find it, it's called TestMapBanks.

    If someone has an example of an unlocked map exhibiting this behavior it would probably be helpful in finding a solution.

    You're welcome to go through the map and see what you can find, but in no way have I been limited to 4 or 8 KB.

    Posted in: General Chat
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    posted a message on Delete one unit and map doesn't work.

    @Aenigma: Go

    Hey There Aenigma!

    Well it looks like you're calling two Arm Magazines on one unit at once? As soon as I consolidated both of your abilities it worked like butta! Let me know if that helps out!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Add same weapon to unit twice? (Now: How to make triggered effects persistent?)

    @MapleNormandy: Go

    In that case! Check out Behaviors, this will allow you to dynamically add or take away weapons depending on the behavior on the units. You can find this in the Buff Behavior. I think there is a Modification - Weapon field.

    When you add the buff it should apply the weapon, and when you take it away it should remove it.

    edit: this also includes turrets.

    Posted in: Miscellaneous Development
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    posted a message on Add same weapon to unit twice? (Now: How to make triggered effects persistent?)

    @MapleNormandy: Go

    No no no, triggers for this kind of thing are bad. Setup a Create Persistent Effect.

    Set the Period count (Number of effects you want to use) to how many ever missiles you want to launch. And if you want them all to launch at once set the Period Duration to 0. Set the Period Effect to the Banshee - Launch Missile effect.

    This will allow you to launch how many ever missiles you want at once.

    You can also create a Set for this, so your weapon would call the set and the set would call your persistent effects your persistent effects would call your launch missiles, and damage effects.

    Posted in: Miscellaneous Development
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    posted a message on How to import custom units?

    @iHaveReturnd: Go

    Save your map out as an Editor Component List (File-> Save As -> Change Dropdown). This will save the map out as a folder pretty much with all the separated components, including data. Do this with both your maps. There is a data structure in there that you can copy between maps to get all your data from one map to another quickly that isn't so tedious (It should be something like Base.SC2Data or something like that). Which is great for maps with LOTS of data. :)

    If you want to convert it back, simply click file->Save As->Editor Map Files (Dropdown).

    I hope this helps with the tedium issue.

    Posted in: Miscellaneous Development
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    posted a message on Need (Item is dropped) (item is used) (item is pawned)

    @BeLugh: Go

    Have you tried something kinda hacky, such as. Player property changes AND an item is dropped?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Need (Item is dropped) (item is used) (item is pawned)

    @BeLugh: Go

    Pawning seems like it's done to the unit you drop the item on. So you may have to run the event from the other unit, other unit being the unit that has the pawn ability, and not your actual character.

    For the use item condition I wonder if you could use Triggering Progress Unit...

    Posted in: Miscellaneous Development
  • 0

    posted a message on Need (Item is dropped) (item is used) (item is pawned)

    @BeLugh: Go

    I'm glad you got it working! :)

    Posted in: Miscellaneous Development
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