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    posted a message on [Solved] [Trigger][Active item cooldown] Use it for sync 2 inventory

    Oh well sync with player as a directory for cooldown have a little bug, if you shift click for cast your spell it active the cooldown right away on the second hero. So you can just be far enough, cast it with Shift with one hero. THen use your other hero and cast the spell after the cooldown is over. So both can cast it. Regardless I call it solved. I would rarely see people abuse that and its ligitimate I think. Thank for your time.

    Posted in: Triggers
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    posted a message on Game randomly drops a lot of players, freezed loading screen...

    The drop happen when the game start or after that 3 seconds? I know we have "some" drop at the hero loading screen cause well, people have sometime a toaster as computer. Never played your map, but I don'T think your bank file has that much in it? Score and that about it?

    Posted in: General Chat
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    posted a message on Game randomly drops a lot of players, freezed loading screen...

    Hello, I am GoƩland. (Yah I know my username is ILikeKillAndYou) in hero attack we also have this problem. I managed to reduce the drop issue by about 90%, by removing all the trigger at start-up. Fusing all mod as one. Of course there still drop in the loading (about 3% of the player) and in the lobby (When your not able to type in it). That still reduced the amount of drop a lot.

    Just a quick question, Do you use Trigger debugger? File -> Preference -> Test document -> Show trigger debugging window. I suggest you take a look and get under the trigger worst work time section. Giive a screenshot of your worse trigger. When a trigger have a infinite loop time it show as 54754792etc.. bla bla bla it will show with the least self work time trigger.

    There rumor that have link to bank file, but I doubt so.

    Posted in: General Chat
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    posted a message on [Solved] [Trigger][Active item cooldown] Use it for sync 2 inventory

    OKay I will try to reexplain it correctly.

    2 unit 2 inventory Those inventory are sync, if you move/use/whatever it does it at the other unit inventory.

    I want that when you use a spell item with cooldown the other inventory activate is cooldown also.

    I know that I must use the trigger : Activate Ability cooldown.

    The sentence is.. Activate All Cooldowns on ability () on unit Picked unit.

    I just don't know how to get the last ability from the used item when I need to choose the ability.

    Thank you.

    Posted in: Triggers
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    posted a message on [Solved] [Trigger][Active item cooldown] Use it for sync 2 inventory

    Summary : 2 Hero share the same inventory but in fact that 2 different inventory. If you move a item both move it at the same slot, if you drop both drop, you use a consumable, both use it. I have no problem by those command. My only problem is I wasn't able to sync the cooldown. I know there the function "Activate Ability Cooldown", but with those event (As bellow) I don't know how to use it.

    Note : I know how to get the item activated, and the item that sync in the other hero. I just don't know with those event how to use Activate Ability Cooldown. Using the same ability as the sync item.

    Event used : Unit - Any Unit Sell Any item Unit - Any Unit Loosel Any item Unit - Any Unit Drops Any item Unit - Any Unit Exhausts Any item Unit - Any Unit Move Any item Unit - Any Unit Use Any item

    Posted in: Triggers
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    posted a message on [Dialog Item Is Used][Mouse Enter] A efficient way to verify the button

    Great a found a better solution, dunno why I haven't think about it first. I actually simply made 15 button. Those are show/hide based on which section your on. So I have only 15 button so check. When the player click on the section it set a variable, so if he click on section 1, and hes terran as example the button 1 will have a value set for the array 1/1/0/0 (Position 0/0, I have substract 1 to the position setting). I can post screnshot if someone have a doubt about what I just said.

    Posted in: Triggers
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    posted a message on [Dialog Item Is Used][Mouse Enter] A efficient way to verify the button

    NOTE : This problem is mostly already fix. read the second post first!

    This is just a sample!

    Preview

    A cote for the button11

    Script

    First, I read all the tutorial about dialog I haven't found a more efficient way to handle that event "Mouse Enter". Second, I speak french sorry if I mind be hard to understand. I will try to write another way so you can understand.

    I actually change the description according to the button you pass your mouse over. I already link a description to button via variable and everything its pretty efficient.

    In short there 3 race, 15 button per page and 5 page, that 225 button maximum (there actually just 134).

    Each button have a name of 11 to 31. First number mean the row, second the collums. So the third of the second row is button 23. There already a variable that detect which section your in (PlayerSection[Array 11], value 1 to 5), and also which race you are (PlayerRace[Array 11], value 1 to 3).

    My loop is currently checking all the button 11, from all race, and all the section. So that 15 check when your mouse get over it. If I have 15 button per page, that mean all my script together .. check 225 time each time you pass over a button.

    So my question, first of all its effecient? (I definitly say no myself;p) If no, it is possible to show me a more efficient way as lag concern. Thank you :)

    Posted in: Triggers
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    posted a message on [Solved] [Variable] Set variable used by Modify player property

    Wanted 100% of the value back :) regardless after 1 hour of scripting I found a good way to handle all that. Thank you for the help :) first demand and answer in a period of 24 hour.

    Its how I did it. You can mark the topic solved :) Salvage2

    Posted in: Triggers
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    posted a message on [Solved] [Variable] Set variable used by Modify player property

    Situation :

    Its a tower defense, there no "evolution" tower. The tower can have multiple effect (Upgrade) added for a certain cost (as example, splash 1.0 range, cost 5 mineral, then can be upgrade again for 2.0 cost 10 etc...). I want to be able to track the value of those buff so if I salvage the tower I get the same amount of mineral back as I invested. I tryed to use SetCustomValue, but player property or modify variable cannot use that value.

    Clear question :

    It is possible to track down a "local" integer on a target that can be tracked back with Modify player property?

    This is the salvage script I currently "tested" a freaking giant retarded loop that I have no intention to use, that was just a test. Yet that the only idea I found to keep track of it.

    Salvage

    Posted in: Triggers
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