• 0

    posted a message on Advanced Multiplayer Question

    @crazyfingers619: Go

    Theres a function to disable/enable specific triggers. You could use that to pause the movement triggers when they are not needed.

    Posted in: Triggers
  • 0

    posted a message on Advanced Multiplayer Question

    @ChromiumBoy: Go

    That would work too, though there would be some redundancy when it comes to checking conditions.

    It's more efficient process wise to have one move loop trigger declared for each player.

    That way, if a player is not moving, their move trigger can be disabled and its less taxing on the processor.

    With a single universal move trigger, it should be possible to have Periodic Events that are independent of each other.

    Say I have trigger T.

    I have 2 Periodic events attached to it, One for each player. The first Periodic event would exclusively move only player 1, no conditions required. The second would exclusively move only player 2. Though I'm not too sure what the best way to trigger this is.. Its debatable.

    Posted in: Triggers
  • 0

    posted a message on Advanced Multiplayer Question

    You will need:

    • Trigger Array, One looping movement trigger for each player in game.
    • 2 Integer Arrays for Vertical and Horizonal Movement.

    The integer arrays should be flagged ±1 for pressed, 0 for unpressed.

    If W is pressed, Vertical += 1, if S is pressed, Vert -=1. Vice versa for unpressed.

    This way if both Up/Down are pressed, it will equate zero and the condition below this one will be false.Same case with Left/Right

    Take the sum of the key integers

    Vert[playerNum] + Horz[playerNum]

    If it's NOT 0, it means there is a key pressed. [<= The Condition]

    On the vertical axis, 1 would mean forward movement, -1 would mean backwards. Same case for horizontal, left or right, you decide.

    As long as the sum of all the key integers is NOT 0, it means there is a key pressed and movement should occur, so enable the corresponding movement loop trigger for that player.

    In the movement trigger, Simply calculate movement based off the Vertical and Horizontal States.

    I hope that made sense. :)

    Posted in: Triggers
  • 0

    posted a message on The Guess Why Your Username is What it is Game

    mParfait - Mmmm, Parfait, You enjoy eating it I suppose?

    Posted in: Off-Topic
  • 0

    posted a message on [Solved] Add costs in a dialog mouse-over

    @Xyfi: Go

    Sweet. Whats the string you're using? Just to get a clear idea on how you combined an image with text.

    Posted in: Triggers
  • 0

    posted a message on [Solved] Add costs in a dialog mouse-over

    @Xyfi: Go

    Are you trying to have both an image and text in the tooltip at the same time? Cos I've heard that it's not possible. =/

    Posted in: Triggers
  • 0

    posted a message on [Trigger] Changing Boss Bar Width & Height

    I was wondering how to do this as well, but I can't find any triggers that allow it. The only workaround I can think of is to build a custom boss bar with dialogs. Hm.. Guess that's a library I would like to build in my free time.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Removing Trigger Events

    @s3rius: Go

    Great. Thanks for the feedback everyone :)

    Quote:
    • As well has handling stuff you add. You would have to make the changes to every trigger rather then one.
    • As for the specific quests I would write a seperate trigger / function to handle the individual quests.
    • I would have variables that track what players are on what quests.
    • My over all quest handler would run checks to see what quests people are on and then checks to see if they have met the requirements to complete them.
    • I generally stick to the rule of.... if the same code is run against multiple players the code should be written to handle multiple players rather then seperate chunks of code FOR each player
    • As well as the quests - the quests should be written to handle all the players as well.

    What I currently have is a quest handler that can pretty much perfectly track what quest every player is doing and cross them off once it's done. Similar to you, I do not support the idea of using separate chunks of code for each player. I make it a habit to reuse my functions wherever I can. Main point here is that i'm trying to have 1 trigger to handle all quests via quest indexing (track which quest was chosen and attach the event accordingly) as opposed to 1 trigger to handle each quest. I don't think events can be stored in an array though, so there probably won't be any escape from switch when it comes to adding events. But it's still better as opposed to having a messy pile of conditions IMHO.

    trigger questMarker[p] = TriggerCreate("blablabla")
    switch(questID){
    case 1: Add keyboard press event
    
    case 2: Add mouse click event
    
    case 3: . . .
    }
    
    Posted in: Galaxy Scripting
  • 0

    posted a message on Removing Trigger Events

    @s3rius: Go

    This looks much more feasible than my idea. Every player has his own dedicated event trigger right? This way when player 1 triggers gets enough markers, I can just destroy his trigger and recreate with a different event later when it's needed again. A good way to recycle triggers IMO. Do you agree that this would work?

    trigger t1 = TriggerCreate("marker");
    trigger t2 = TriggerCreate("marker");
    

    Then attach a mouse click event for player 1 to t1, and a keyboard press event for player 2 to t2.

    So.. In theory By destroying t2, t1 would not be destroyed along with it right?

    @SouLCarveRR: Go

    It's for quest tracking. If I have 50 quests that all respond to different events, that means i'd need 50 conditions in an annoying cascade of if-else or switch, which i feel is kinda.. inefficient? =/

    Posted in: Galaxy Scripting
  • 0

    posted a message on Removing Trigger Events

    Hey, Can any of you guys think of a way to remove events from a trigger? The only way I can think of is to destroy it then recreate it. But the application I hope to use this for requires a universal trigger that is shared between all players.

    For example, if I add an event that is based on player 1, and a different event for player 2, attached to a trigger that increments a players value by 1. Player 1 needs to accumulate a value of 10, while player 2 must accumulate a value of 20 before their respective events are removed.

    This way destroying the trigger when player 1 reaches 10 would stop player 2 from ever reaching 20 as player 2's even is destroyed along with it. This could be fixed by reapplying player 2's event. But I was wondering if there is a better workaround to this.

    Any thoughts?

    Posted in: Galaxy Scripting
  • 0

    posted a message on Whats your sad story?

    @wOlfLisK: Go

    Very often it is found that RL is too outdated for this to work. However, it may be possible to get it working with a few hardware upgrades, Driver updates and Third party software. These include:

    • GROOM™ 2BAwesome 3300 Series, with the latest CONFIDENCE™ Drivers 5.30.09.20.10
    • This hardware may take awhile to burn in, But with continued and persistent usage, Results should become apparent.
    • SPEECH™, Comes in many flavors including English, Chinese, Swahili and French (For the hopeless romantics)
    • A software that requires persistent use. You should find that it Auto-Patches itself from time to time as you become more proficient with it.
    • VULCAN™ EQ Drivers, Most humans come with this, It is whether or not they decide to switch to it from the default EMO™ QQ Drivers.
    • Unfortunately due to manufacturing faults, A ninja bug was discovered where EMO™ QQ Drivers would sometimes be launched when loading RL.exe despite VULCAN™ EQ Drivers being the one of your choice. Despite a multitude of patches being released to fix this, there has been no avail.

    Advantages of switching to these drivers include:

    • The ability to maintain your composure in tricky situations
    • The ability to approach and talk to women without the fear of rejection
    • The ability to assess situations and react to them with your head, not your heart. Please check section 2.1 in the VULCAN™ EQ Drivers manual for extensive details.

    Thank you for contacting tech support. We wish you utmost success on your journey to being more successful with the ladies.

    Corrected the code above as pointed out by progammer

    lol :D

    Posted in: Off-Topic
  • 0

    posted a message on Whats your sad story?

    @tigerija: Go

    Quote:

    Also, Fuzzy, I know what you problem is. You are trying to find someone better than yourself right ? Or someone who stands for things you want her to stand for.

    Heh, I'd say what I value is someone who can talk in the same depth as me. Someone whom I can have meaningful discussions with, and at the same time be playful with. Someone I can tell a WTF joke to and get a good laugh and a smile together. What fun is a relationship when the person can't relate to you after all right?

    Looks can expire with Age, Intellect is usually what is preserved.

    I would pick an intelligent and witty/sarcastic average looking girl over a hot chick with little intellect any day. Better than me, No. On par, At the same wavelength, Yes. Certainly someone who can take a stand for herself and confront me rather than giving in all the time then feeling resentful towards me if something doesn't work out. Because sometimes it's just not in our genetic code to be sensitive and read her mind to know if we did something wrong. I've read articles around that women are often compelled to return something in favor when a guy does something for her. In actual fact, we as men just want them to appreciate the things we do for them. Let us be the hero you know? That's what makes us feel successful.

    If we're talking jealousy.. Loyalty is probably one of the most important values to me. I don't turn green easily, But if I catch her being an infidel red handed, I have every right to get angry don't I? One of the things I really hate most about this world is that most women think they can get away with flirting with other guys and we get flagged as insecure if we try to confront them about it. I wouldn't make my girl jealous by flirting with other women, so why the hell should she have the right to do so? It's just so damn hard to find someone who can commit without regrets. Relationships need work, one sided love is bullshit. Both parties need to invest effort to make compromises and understand each other. Communication is everything, and when that breaks down or one side closes off diplomacy, it just goes downhill.

    I used to think the world was all rainbows and butterflies. But I've been enlightened by the harsh reality. I had to learn it the hard way, That there's just some things in the world that are out of your control, and it's all about whether you want to let the skeletons out of the closet, or stay trapped and live a miserable life.

    I choose to move on and fight to grow stronger. If she ever tries to get me back, it's too bad. Because I'll be happily moved on and I won't even think twice about looking back. Cos really, There is a better girl out there who deserves me more than she does.

    Damn.. I can't seem to help thinking 3759204 Moves ahead. Darn hyperactive brain neurons.

    Quote from EternalWraith: Go

    Seeing as this is the Off-topic section, a place to relax and whatever. We being anonymous and all that. I personally wouldn`t mind hearing whats cooking in your life. In some ways, its nice to talk to strangers that just dont know you.

    Anyways, Myself personally, Im having "girl" troubles.

    See, I like this woman. We live in different states. Haven`t seen each other in a long time. Use facebook to communicate. But dammit I like her!!. Meeting her at this point in time cant be done, due to work and other commitments. Is it possible at all to make someone feel attracted to you even from a distance. I know some people have success with that, doing internet dating or what not, but this isn`t like that. She doesn`t know I like her, and we are just basically friends.

    Should I just tell her?. Play hard to get? What to do??

    I'm pretty bad as an adviser when it comes to being Dr. Love. But I'd just like to share my experience with long distance relationships (LDR) I've had a few flings over the internet over my younger years. Not to discourage you, but it didn't work out too well for me, which is why I personally don't have much faith in LDR. That was one of the bumpiest times of my life, I fell in love with a girl over the net, on an MMORPG. It's kinda funny now when I think back. But that's the reason why I swore never to sell my soul to an MMO game again. We didn't talk for years, but now we're okay with each other. So it's probably true when they say time heals. Whatever happens, the lesson I learned is that it's never good to let your heart rule your head.

    I know how it feels. To want to pursue a relationship, but that fear that that friendship will be lost just holds you back. It can work out two ways. We can try to chase it and risk getting rejected. Or we can sit still and do nothing while our feelings eat us up inside. The longer we wait, the higher the chance we end up being in the 'friend zone'. From my perspective, since we got nothing to lose, might as well just take the risk. If you get rejected, take it as a learning experience. Women.. The more we interact with them, the better we will get at dealing with them. No pain no gain i suppose?

    If I were in your shoes, I'd probably try talk to her and try twist the topic towards LDR, try to get her opinion on it.

    if ( She is open to the idea ){
        //Possible Green Light
    }
    else {
        //Watch your step
    }
    

    When she asks why (She probably will, and this is your chance to convince her i suppose)

    if ( She is open to the idea ){
    "Tell her it's because you find her to be a really wonderful and interesting person and would like to try take things to the next level."
    "Whatever happens don't sound desperate - confidence! Girls can tell when we aren't confident.. sigh.."
    }
    else { //Spark curiosity in her?
    "Well, you see there's this girl I really like that I know over long distance.. But I wasn't sure whether it would be a good idea to go ahead."
    }
    She asks who is this girl?
    if ( shes open to the idea ){
    "Play hard to get?"
    "OR I don't know how to tell you this, but it's you, But you're not open to the idea.. or are you?"
    }
    else
    {
    "It's you. You're a wonderful/interesting/intelligent etc etc girl and I'd really like to pursue a relationship with you.. But you're not open to the idea right?"
    }
    

    If at any point she pauses for too long and stops responding. I guess the best assumption would be that she's not interested.. "I don't wish to make any assumptions. If you're not interested, please let me know? So I'll have an easier time when it comes to moving on."

    Please take my words with a pinch of salt.. As you know I'm probably on par with you when it comes to dealing with women @_@

    Posted in: Off-Topic
  • 0

    posted a message on [Triggers/Dialog] Show/Hide Button

    @xxQdotxx: Go Create a boolean array to store the show/hide states for the dialog.

    I'm assuming you have a dialog button item that you want to use to show and hide the dialog.

    Add a trigger that runs on the event a player clicks the button. Make it do the following.

    //GLOBALS
    bool[15] isShow;   //Declare This as a global, it saves the states of whether each player is viewing or hiding the dialog.
    int yourdialog;      //Save the dialog ID into here so it can later be called back.
    
    //TRIGGER
    int player
    playergroup g 
    SetVariable(player , EventPlayer())                 //Store player index
    SetVariable(g, PlayerGroupSingle(player))      //Store playergroup
    SetVariable(isShow[player],!isShow[player])    //Invert the booleans state
    DialogSetVisible(yourdialog,g,isShow[player]) //Show/Hide Dialog.
    

    If you have more than one dialog, i suppose you could use multiple boolean arrays to monitor the state of each one. Or you could use just one universal boolean array, then force any open dialogs to close if another is opened. Remember to reset the state though or it's gona get messy.

    Posted in: Triggers
  • 0

    posted a message on birds eye view and follow unit camera

    @Buster89: Go

    Make Camera Look At And Follow Unit - Make the camera target follow a unit, without changing the camera eye position

    Think thats probably the function you're looking for. Unfortunately the link to it seems to be broken in the API docs. Try search the camera trigger section and press Ctrl+F11 to find it. Once the camera is locked, just change the eye position so that it's top down. I'm sorry i can't do it for you right now, Not at my Galaxy Terminal.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Surprise Patch? 1.1.1

    So. . . I logged in today and was violently attacked by a surprise patch. I really hope this doesn't stop me from sharing maps with my team who may not have it yet =_= That is, if maps aren't backward compatible (Please open with 1.1.0 as this map version has content that blablablabla..)

    Source: SEA Forums. 'Official' patch notes from the NA forums...

    StarCraft II: Wings of Liberty – Patch 1.1.1

    Bug Fixes

    • Fixed an issue where Ultralisk cleave range was being unintentionally extended by larger targets.
    • Fixed an issue where the Phoenix's Graviton Beam was automatically canceled if you used it just after the Phoenix reached 50 energy.
    • Fixed an issue where queuing Return Cargo on a worker would cause it to ignore the built-in delay after it finished gathering.
    • Fixed an issue where players watching older replays or saved games would experience stuttering.
    • Fixed an issue where some Mac users were unable to join games properly.
    Posted in: General Chat
  • To post a comment, please or register a new account.