Baldey what your asking for can only be done like soulcarverr says. The thing is i doubt blizz will ever have an event possibility that responds to any ability used. The problem is that like said above everthing is an ability so that means your trigger would be run just about every 0.001 second regardless of what your doing.
This would hog down your map so badly it would hardly run.
The game already maps an event for every single ability you have, use or create so all you have to do is call on that event thats already being triggerd.
Even if you think this would create alot of cluter in your code it still will be by far the best and only method to do it without causing preformance problems
Well actually you can use the custom value as it has an index just like an array.
If you would make a trigger that defines a unit type per index number in the custom value you can store the kill count per unit type
Yes in every action that you can fill in the "All Player" preset you can select the individual player to show something different for every player off the same dialog item.
TBH i agree with rrowland but if you must do it with triggers i would sugest looking into custom values on unit to define how much from which types of units
When removing a computer from the game with end game trigger it does not register the event "player leaves" as the player actually didnt but was removed(event victory/defeat not leave). You would need to manually update the info on the board if you use triggers to remove a player.
The event leave is triggerd mostly when the player clicks on the "Show Score Screen" button. The computer players do not do this.
First part is a separate action i call in my main trigger this will create all the dialog labels in the dialog at the position of X an Y with the players name in thier color
Built in inc of 34 pixels to stack em up neatly underneath each other.
Also note im refering to my dialog data table entry "Balance Dialog Main" i sugest you add your main dialog/leaderboard to the data table as well to refer to it here.
Second part is the update section for if someone leaves
And last line is the trigger action call i make in my main trigger to get everything going (using my own dialog to test so has modifyd xy pos
Ya i guess i could do that. i pretty much stripped down and rebuilt your triggers if thats what your interested in
I removed the offset en movement type section as i figure i can create a far better exclusion model for units that are not to be affected without filling up major arrays. Just havn't completed that as this technique is to cpu intensive for what i need it to do so i'm busy on something else atm.
The offset part i might be adding back in though as that is more or less a "dot the i" type of thing but for testing purposes irrelevant
I acctually have the system up and running 100% perfect but its not usable sadly :(
With a few units its no problem but when i select 100+ and move them over the water i have an FPS drop of 25% due to the timer (vertical sync disabled and multi threading enabled)
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Baldey what your asking for can only be done like soulcarverr says. The thing is i doubt blizz will ever have an event possibility that responds to any ability used. The problem is that like said above everthing is an ability so that means your trigger would be run just about every 0.001 second regardless of what your doing.
This would hog down your map so badly it would hardly run.
The game already maps an event for every single ability you have, use or create so all you have to do is call on that event thats already being triggerd.
Even if you think this would create alot of cluter in your code it still will be by far the best and only method to do it without causing preformance problems
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Well actually you can use the custom value as it has an index just like an array.
If you would make a trigger that defines a unit type per index number in the custom value you can store the kill count per unit type
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Yes in every action that you can fill in the "All Player" preset you can select the individual player to show something different for every player off the same dialog item.
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using 2 pick each int loop should work just fine.
I personally rather use while loops but please dont use a for loop nesting like Kueken531 sugests he even gives the reason why not too LMAO
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((Unit type of (Triggering unit)) is Hero) == true
This is the comparison used
Comparison
Value 1: Unit Type Classification Check
Unit: Unit Type Of Unit
Unit: Triggering Unit
Flag: Hero
Operator: ==
Value 2: true
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glad to hear i was able to get a new approch going
That string is an "integer to string" conversion
Picked player number is an integer :)
If you need any assistance just let me know
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TBH i agree with rrowland but if you must do it with triggers i would sugest looking into custom values on unit to define how much from which types of units
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Btw one more thing.
When removing a computer from the game with end game trigger it does not register the event "player leaves" as the player actually didnt but was removed(event victory/defeat not leave). You would need to manually update the info on the board if you use triggers to remove a player.
The event leave is triggerd mostly when the player clicks on the "Show Score Screen" button. The computer players do not do this.
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Ok this should work fine
First part is a separate action i call in my main trigger this will create all the dialog labels in the dialog at the position of X an Y with the players name in thier color
Built in inc of 34 pixels to stack em up neatly underneath each other.
Also note im refering to my dialog data table entry "Balance Dialog Main" i sugest you add your main dialog/leaderboard to the data table as well to refer to it here.
Second part is the update section for if someone leaves
And last line is the trigger action call i make in my main trigger to get everything going (using my own dialog to test so has modifyd xy pos
If you use these three parts it will work as intended :)
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ok thats going to fail :P
Let me get back to ya i think i know what you need
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if i understand correctly you could use "Picked Player" instead of "All Players" at the end of the second trigger.
That would update it individualy for every player in the same spot
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After creating the dialog item that shows the value in text (label) use this trigger to save it to the data table
Then when you want the dialog to be updated use this one to do it
Using the data table makes it alot easier to refer to the item in what ever function or action you want to use it in.
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Ya i guess i could do that. i pretty much stripped down and rebuilt your triggers if thats what your interested in
I removed the offset en movement type section as i figure i can create a far better exclusion model for units that are not to be affected without filling up major arrays. Just havn't completed that as this technique is to cpu intensive for what i need it to do so i'm busy on something else atm.
The offset part i might be adding back in though as that is more or less a "dot the i" type of thing but for testing purposes irrelevant
http://www.megaupload.com/?d=11VA2CY3
Oh dont forget to create units in the map hit the small plus button in the dialog in the section "Units"
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Try using a Region instead of map area
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I acctually have the system up and running 100% perfect but its not usable sadly :(
With a few units its no problem but when i select 100+ and move them over the water i have an FPS drop of 25% due to the timer (vertical sync disabled and multi threading enabled)
Im going to need something else to pull this off