• 0

    posted a message on Siphoning Energy

    I got it working with the original suggestion of using a persistent. Thanks.

    Sup Scythe

    Posted in: Data
  • 0

    posted a message on Siphoning Energy

    How would make an ability similar to feedback that drains 100 energy from the target and then gives it to the caster?

    Posted in: Data
  • 0

    posted a message on Math Required: Move unit in a circle around chosen point

    Thought of an easier way.

    Take the unit, move it to the center of the circle. Make it face straight up, then move it in X spaces (radius) forward from its facing. Move it back to the center, change the facing a little to the side, and repeat.

    Thing is, can you make a unit move forward relative to its facing?

    Posted in: Triggers
  • 0

    posted a message on Math Required: Move unit in a circle around chosen point

    I can't seem to get my formula right. I want to make an action definition that takes X unit and makes them move in a circle with a radius of Y around point Z. I need a function that you can easily plug in variables to that allows adjustable coordinates and an adjustable radius.

    Posted in: Triggers
  • 0

    posted a message on Looping Music
    Quote from BasharTeg: Go

    @yopeasants: Go

    Ah, I see. Thanks for the clarification. I'm not sure if it would help with the delay, but you could try creating a trigger which plays the sound file (in the music channel,) add a Wait For Sound function to wait until the track is finished, then perpetuate a loop which plays the sound, skipping the first x seconds to get by the intro. You would have to be precise to make it sound natural. The alternative would be to simply play a different sound but that would require more space in your map.

    This is exactly what I tried before, but the fact that ctrl + m doesn't turn it off completely turns it away as a possibility (Although I didn't try playing it in the Music Channel). Also, the delay might be different between computers, so that was another reason I wanted to find another way.

    Thanks Bommes, I'll take a look at your map and see if it can help me.

    Posted in: Triggers
  • 0

    posted a message on Looping Music
    Quote from BasharTeg: Go

    I think I've already done what you're describing in my map, Xeno Crisis, so it can be done. My only question is how much of a delay is present between tracks?

    I guess there is just a basic delay between sounds when you try to make them play smoothly and continuously. The way I remedied this through triggers was start playing the sound before the intro ended, so it sounded continuous. I don't think you can do that through data though. I'll try what you gave me.

    By the way, if it helps any, think of what I want to do as Pokemon Music. It has a unique intro, but it also can loop onto itself indefinitely.

    Posted in: Triggers
  • 0

    posted a message on Looping Music

    Putting it in a soundtrack and setting the soundtrack type to music did nothing. It still is only disabled through ctrl + s instead of ctrl + m.

    And, it seems that there is a standard delay between all sounds no matter what you do to make them continuous. The only thing I can think of is setting the delay to a negative value so it starts playing before the other sound stops according to the editor (but flowing according to your ears). However, I doubt soundtracks support this. Maybe it only delays between different sound files, and not between 2 different sound assets in the same sound file?

    So, is there any easy way to do what I described in the OP in a single sound file instead of 2 sound files for the introduction and loop independently?

    Posted in: Triggers
  • 0

    posted a message on Starcode bank encryption
    Quote from zeldarules28: Go

    @yopeasants: Go

    You can make use of the function "Word of String". This grabs whatever "word" you indicate. Basically you locate the "word" you are looking for (like data set #5, for example) and then you can replace that using the substring functions. You will need to make sure to take space out of Starcode's library, or else it might randomly put a space in there where you don't want it. It's definitely complicated (as in, not something I can just explain to do here) but I'm sure you can handle it ;) . Ideally you should make an action definition for storing and recalling sets of data, so that it's easy to use later. If you have trouble getting things to work, let me know and I'll take a look at how I did it for my project.

    Gotcha, I didn't know that there was a function for Word of String. I already thankfully have an action definition set up to save and load the data.

    Posted in: Triggers
  • 0

    posted a message on Starcode bank encryption
    Quote from zeldarules28: Go

    @yopeasants: Go

    I know the feeling. What Ahli said is correct, the limit should now be raised. That said, bank keys are a *big* waste of space. Here's an example of how you can save a lot of space:

    Normal Bank setup (bad) Total Character Count: 246

    <Key name="blarpblarp" string="893473219jfkdsajfu894r23142">
    <Key name="blarpblarp2"  string="490fjodsaf-9jiof324fafdsafdsffg">
    <Key name="blarpblarp3"  string="fdsafdsa-fdsafdsaf">
    <Key name="blarpblarp4"  string="fdsafdsa-fdsaffdsafsaddsaf">
    (This pattern continues on for entire bank)
    
    
    Optimized Bank setup (Good)
    Total Character Count: 139. 
    44% Less Space used
    <Key name="blarpblarp" value="893473219jfkdsajfu894r23142 490fjodsaf-9jiof324fafdsafdsffg fdsafdsa-fdsafdsaf fdsafdsa-fdsaffdsafsaddsaf">
    

    The trick is to put multiple compressed starcode strings into a single key. Because the key definition uses a lot of space when repeated over and over, you can save TONS of room by just squeezing multiple entries of starcode into a single key, separated by spaces. The 1MB of space given to us will be a big help, but it sounds as if you need to store a gigantic amount of information. In that case, you can definitely benefit from a setup like this- it's what is used in my own project. And to be honest, I wouldn't take the word of one blue post saying 'Yeah, you should have 1MB now' until we see an official confirmation.

    How do I make a trigger that can decode multiple Starcode strings from a single key? Do I simply get a substring between the Xth character and the Yth character in the bank?

    Posted in: Triggers
  • 0

    posted a message on The Best Way to Protect a Bank from Cheaters?

    The signature is a bank option. Try searching that.

    Posted in: Data
  • 0

    posted a message on Looping Music

    I feel as if I keep on leeching from this community and don't help in any way. Oh well.

    For my next problem, I want to have music with an introduction, which then seamlessly transfers into a section of music that loops onto itself infinitely. What I have so far is a split-out sound with the introduction in it, and then the looping portion with the loop count set to -1. When I go to play this sound via triggers, I start playing the looping sound as soon as the introductory sound ends. However, there are 2 issues:

    A.) The game doesn't treat the sounds like music, IE, ctrl + M doesn't to anything to them. B.) There is a small delay between the 2 sounds. After the introduction stops, the looping music doesn't start playing until a half second after, leaving a horrible period of cutting silence.

    Posted in: Triggers
  • 0

    posted a message on Starcode bank encryption

    This is great info, thanks a bunch.

    Posted in: Triggers
  • 0

    posted a message on Starcode bank encryption

    I've been using Starcode as my encryption tool for my banks, and it's extremely powerful. But at the moment, not powerful enough if one of my theories can't work for it...

    Since my map requires a huge amount of data to be stored, I'll need to store a huge amount of data in banks. I know that banks can't exceed 8KB in size, yet right now I'm at 7 KB and not even remotely finished.

    So for my first theory: Can I somehow combine all the values in my map into a large string, and then come up with a way to derive the values from specific locations in that string? This would only work if the characters used to set up sections and keys in a bank actually count towards your 8000 character limit.

    Secondly, could I create multiple banks for use, storing 8KB in each one? Or does the 8 KB limit refer to the global limit for banks for a certain player?

    Posted in: Triggers
  • 0

    posted a message on Channeled Behavior

    Thanks.

    How do I make the behavior cancel if they separate too far? I tried having a validator that searches for the Source, and if it isn't in range return false, but it didn't work.

    Posted in: Data
  • 0

    posted a message on Channeled Behavior

    I've tried to think of a way to do this, and have failed.

    I need to come up with a way to create an ability that can channel a behavior onto another unit. While "channeling," the only thing the unit using the ability is not allowed to do is use the ability on another unit: it is free to attack, move, etc. Essentially, you can only use it on one unit at a time. I also want the behavior to instantly be cancelled if the unit is more than 7 range away.

    Any ideas?

    Posted in: Data
  • To post a comment, please or register a new account.