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    posted a message on Apparently the Mozared thread!

    idk.

    Posted in: Off-Topic
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    posted a message on Jay's Model Development

    @JacktheArcher: Go

    Slap a real big pair of personalities on her and your got yourself a super model.

    @SoulFilcher: Go

    And I'd say he's gotten very far, thank you very much.

    Posted in: Artist Tavern
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    posted a message on Players problem!

    @joemart06: Go

    It randomized players in SC1, but it doesn't in SC2.

    Posted in: Triggers
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    posted a message on reading catalog values after they've been changed

    @Grasshopper721: Go

    I don't see anything particularly wrong, but it is a lot to look at.

    I would have it display the field values that have been changed after the change, so you know what to expect the second time. It's possible they're being rounded to an incorrect value or something (like 0 or negative).

    A few days ago, I had a line of all reals arithmetic, and for some reason, no matter what, it would give me 0. I broke it up into multiple lines with the same order of operations and it worked fine. Because it's impossible that the computer was miscalculating, my point is that there are things you could possibly keep missing/not thinking of. The only way to know is to follow the path of calculations. If you've tried it already, disregard this.

    edit: The reason I asked if you ran it on map initialization, was that some fields can't be altered after map initialization. I didn't think it would be a problem because you don't have any of those problem fields being altered.

    Posted in: Triggers
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    posted a message on Error when player leaves

    @fishy77: Go

    Some of the player status functions can get a bit wonky/unreliable. I assume you're performing a loop and having a condition check whether the player is active or not. You could post it so I could see if there's anything I've known to be wonky about it.

    Posted in: Triggers
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    posted a message on Error when player leaves

    @fishy77: Go

    I would make a trigger on map initialization that adds all players in active players, if their controller is a user, to a unit group variable (let's call it Active user Players). Make another trigger that, when a player leaves, removes them from that player group.

    Active players works the same way, except it includes computers.

    If you're setting the integer variable to the number of players in Active Players at the start, and only at the start, the integer variable is only going to ever give you the amount of players that there were at the start. Every time you use the integer variable, you need to set it to the number of players in Active Players again.

    Posted in: Triggers
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    posted a message on Is it possible to edit a missile's mover with triggers?

    @Darkyvm: Go

    You'll be fine in terms of lag. Instead of doing the periodic, however, you could add the move orders to the unit's order queue and get it all out of the way upon launch. How that will tie in to your variations in velocity, I don't know.

    Posted in: Triggers
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    posted a message on [request] a copy of the hotshots map

    while we're at it, if anyone has a copy of SCU laying around and you're not doing anything with it, i'll totally take it

    Posted in: General Chat
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    posted a message on reading catalog values after they've been changed

    @Grasshopper721: Go

    Curious, are you running it the first time on map initialization?

    Posted in: Triggers
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    posted a message on Using Player Names

    @fishy77: Go

    Convert game text doesn't work the way you think it does. String/text values in data are sometimes stored with string IDs. With converting game text, you're displaying the text associated with the input game ID string. So unless you've stored your name as text as a string ID (which still wouldn't get you anywhere), it's not getting you anywhere.

    Unfortunately, 1. you can't compare text 2. you can't return a player's name as anything but text.

    As hobbidude said, you should use handle IDs. Handle IDs are strings that are unique IDs for every account. Every account has it's own string ID associated with it. Those can be returned with the function handle of player.

    If you find your handle ID (by either joining an arcade game that displays it (-Mafia-) or looking in your SC2 bank directory for a bank that you saved while logged into Bnet) you can check whether you're in the game or not by seeing if any players have your ID.

    I see you'd also like this to be true when a player is Local Player, which only occurs during test maps when you're not logged in. When you're not logged in, you don't have a handle ID. So you'd check whether it's blank or not.

    Posted in: Triggers
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    posted a message on trigger actions firing other trigger events
    Quote from Grasshopper721: Go

    @Charysmatic: Go

    and if something both increased hp and changed attributes at the same time? would that not still mess up because the trigger fires the first time, shuts itself off, and then the second time its not active to fire

    @Grasshopper721: Go

    I really just think you need a new system. Something that can be ran whenever to calculate the stats of a unit based on independent variables, ran every time those are modified. It would be much cleaner and efficient, and more compatible with various mechanics (i.e. saving, reviving). Sorry I couldn't be more help with your current method.

    But with a "refresh" action, as I call it, instead of directly modifying a unit's health or attributes, you modify a global value (custom values work, but they're bound to the unit) and then run the refresh, which recalculates the stats the unit should have and applies them.

    I wish I could tell you how to make your current method work, but I just can't see how.

    Posted in: Triggers
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    posted a message on trigger actions firing other trigger events

    @Grasshopper721: Go

    With your current format, if you were to combine the triggers, would that solve it? You'd have one trigger with two events, and more if-thens to prevent errors, but you'd just calculate everything in one trigger, which is being turned off/on for the duration to prevent the infiniloop.

    I'd recommend having another trigger (ideally, a custom action definition) which calculates the stats based on stored values, and turns off changes from the player for the action length, and can be ran everytime a change takes place.

    Sorry if I'm misunderstanding the problem.

    Posted in: Triggers
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    posted a message on Mass copy fonts?

    I'm hunting down an annoying crash-5%-of-the-time-on-load-up bug for a project, and my next method for solving this copying everything over to a new map. However, it seems that you can't select more than one font in the Text Editor in order to copy/paste them. I have like 30 font settings, so I can't exactly do it one at a time.

    Is there something I've overlooked or is there really no way to copy more than one font setting at a time?

    Posted in: Miscellaneous Development
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    posted a message on Remove Player from Playergroup

    @Elmaex: Go

    Player groups are like units. When you save a unit as a variable, and set a variable to that variable, they're both going to be connected to the same unit. You're hooking up both the local and global variables to the same player group, not a new player group. Try setting the local player group variable to a copy of the global one, so you'll have two player groups, rather than one.

    In other words, the player groups are independent of what they're saved as. They have "IDs" that the variables are set to. The variables themselves don't actually contain the data for the player group.

    Posted in: Triggers
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    posted a message on Become enemies if attacking/ Become allies if typed

    @joemart06: Go

    "(Integer ((Word 2 of (Entered chat string)))) <= (Number of players in (Active Players))"

    Number of players in the player group Active Players is going to give you the number of players in the game. This won't work, because if you have two players playing, one is player 1, and the other is player 5, the player 5 is going to be more than the maximum 2 (the number of players in the game).

    "For the enemies one, still need help :), I just don't know how to return the one that is being damaged. Thanks again, friends!"

    If you use Attacking Unit and Triggering Unit with the event Unit is Attacked, the owners of those two units will be the players you're trying to return.

    Posted in: Triggers
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