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    posted a message on [Co-Op Horror] Haunted Forest (Inspired by Slender)

    @Bounty_98: Go

    lol, the adjutant. I suppose her face can be kinda creepy

    Posted in: Project Workplace
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    posted a message on [New Small Question] Code Elegance Question

    @FoxyMayhem: Go

    Yeap, thats the script I'm looking for. Very wierd bug you're facing. Not clear from the snippet why it's not working. If it's not too much trouble, Could you post the script for the entire trigger that's not working properly? Including variable initializations and stuff. We should be expecting the script to be within a trigger block that looks something like the following:

    bool RandomTriggerName(bool testConds, bool runActions){
        [ The stuff here ]
        return true;
    }
    

    I'll see if I can spot the bug from there.

    Edit: The random trigger name will probably be some crappy alphanumeric

    Edit2: Reading over your earlier post. Not very clear about how the script is failing.

    • What is the script supposed to do?
    • What is the actual result?

    Edit3:

    Based on the snippet above and assuming the following initializations:

    • columnID = 0
    • columnTotal = 0
    • auto38486ABD_ai (Increment) = 1
    • auto38486ABD_ae (Final) = 5

    The result of the if condition and the variable values at the end of each iteration:

    • Condition, columnTotal, columnID
    • False, 0, 0
    • False, 1, 1
    • False, 2, 2
    • False, 3, 3
    • False, 4, 4
    • False, 5, 5

    Both columnTotal and columnId appear to be incrementing (columnId is incrementing in both the if and else blocks), so the condition never evaluates to true. Could this be causing the problem?

    Posted in: Triggers
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    posted a message on [New Small Question] Code Elegance Question

    @DogmaiSEA: Go

    I'd still give him credit for his efforts, as he offered his help with good intent. I read his earlier post on for loops and I do agree to a certain extent with it, in particular that for loops are more controlled.

    I would have worded it differently though; For loops (in most languages) are bounded in that a lower/upper/increment are prerequisites for it to work. Compiler would probably spit out syntax error messages if any of them were missing. This reduces the chance of accidentally making an infinite loop and crashing the game engine. I don't think it prevents it though, it could still break if 0 was set as the incremental value (in theory it should be possible).

    Posted in: Triggers
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    posted a message on [New Small Question] Code Elegance Question

    @FoxyMayhem: Go

    I'd be happy to try help but have trouble imagining problems from descriptions (I'm more of a visual guy). Would you kindly post a snippet of your code?

    Tad bit of extra info: For loops in GUI are actually compiled into while loops in galaxy when you save your map. Proof of this is that you can build a simple for loop in an empty map, save it, then press Ctrl + F11 to view the compiled script, and expect to find a while loop representing that particular for loop.

        auto812345A8_ae = 5;
        auto812345A8_ai = 1;
        lv_i = 0;
        while ((auto812345A8_ai >= 0 && lv_i <= auto812345A8_ae) || (auto812345A8_ai <= 0 && lv_i >= auto812345A8_ae)) {
            if (lv_i == auto812345A8_ae) {
                break;
            }
            lv_i = lv_i + auto812345A8_ai;
        }
    

    The above is the generated script for a GUI for loop that iterates from 0 to 5, as can be seen, it has been converted into a very poorly done while loop.

    Posted in: Triggers
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    posted a message on [Solved] Dialog Label Item Location Align

    You need to set the dialog item to use left aligned text. Link to how is in my sig.

    Posted in: UI Development
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    posted a message on [RPG] Void: Eternal Dusk

    @Enexy: Go

    Hm, I may have made a mistake, I overlooked the last few images. I based my comment off the first few images of the UI I saw which were rather rectangular and boxy. The last few images seem to be alright IMO, aside a few pixel-artifacts here and there. Easily fixed by playing around with alpha channels.

    Posted in: Project Workplace
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    posted a message on Storing Champion Icons in an Array

    I'd just like to recommend that with patch 1.5.x, Using user type data might be an easier way to manage your icons, as you can have fields with image links.

    User types data basics

    Posted in: Triggers
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    posted a message on [RPG] Void: Eternal Dusk

    Hey,

    Just wanted to share my 2 cents on the interface. You've clearly put tremendous effort into the dialog's, and I tip my hats off to you on that. I personally feel there is still room for improvement though. The edges of the dialog as they are now are rather sharp and boxy, I thought it might look nicer if you had borders going around them. This could be easily accomplished with a dialog image or button of the border type (have to play around with this one).

    Apart from that, great job!

    Posted in: Project Workplace
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    posted a message on Offline mapping removed

    @zorbotron: Go

    You may be right on this one. I remember there being a launch map editor button after opening sc2

    Posted in: General Chat
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    posted a message on Triggering Monthly Exercise # 6 - Dialog Mini-game

    @DarlD: Go

    Make one of your dialog box expand outwards.

    Would you kindly elaborate on the clause above? I can't quite picture what it should look like expanded outwards.

    On a side note, Challenge considered. Will see if I can muster up the- *NOT ENOUGH ENERGY*

    (Fall's into narcoleptic stasis)

    Posted in: Triggers
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    posted a message on Starcraft Animation Series

    Now that was absolutely lovable, gonna keep an eye on this :D

    Posted in: General Chat
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    posted a message on Offline mapping removed

    @Eiviyn: Go

    Just tried, I can confirm this is a problem. Probably has something to do with the retarded data streaming thing that always occurs upon launch. I still wonder what the purpose of it is, other than to hinder the loading process.

    Posted in: General Chat
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    posted a message on Questions about banks

    @Hookah604: Go

    @Ahli634: Go

    Thanks, your posts pretty much answered my questions :) Going to need to do further testing to see if any problems arise, but at least now there's a reference point if anything goes awry.

    Posted in: Triggers
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    posted a message on Questions about banks
    1. Bank preloading?

    The description is to synchronize banks across multiplayer. I'm currently meddling around with a single player experience that uses banks, and it seems to work fine even though I'm not preloading the map. For my scenario, is there any reason for me to include bank preloads, or is it alright to omit them? why?

    1. Bank resets?

    Has anyone found out what exactly causes bank resets? I'm trying to avoid the problem overall seeing as I have minimal experience with banks as of yet.

    Posted in: Triggers
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