In my game there is human form, and alien form [more than one], and player can choose weapon for human form - so it need to be transfered [as behavior], so after morphing he still carry his weapon. Reapply solution will require additional maintenance (because some behaviors can't be reaplied), anyway it's fixed.
Need answer to second question, how to turn off ally colors ;)
I can't use morph, because my units have too much abilities.
Also can't do it via unit type, because unit can morph to many other and they can be recognized via massive attribute.
Anyway fixed it by reapllying that particular behaviors instead of just tranfering them (not best solution, but...).
1. I have unit, that is morphed to another unit via trigger with transfer behavior effect. That unit have pernament behavior, that I wan't to be active on first unit, but not on second. So first idea is to
Validator: Filters Required: Massive
But looks like it isn't working when behavior is transfered (behavior is not disabled after transfer) - looks like validator affect only first unit. Do you know any data workaround?
2. I don't want player to have alliance colors in game (red - enemy, yellow - ally, green - you), so disabled button in layout files. Problem is that when player join game with this option enabled, he still have it. How to fix it?
Hello,
I've encountered serious problem. I wan't to move my item buttons to top of screen, and that's nearly works. Problem is that inventory button i clickable only from half of its height (top part of button is unclickable, bottom is clickable).
Second issue is that I can't move opened containers down (they're offscreen, at top).
My code is Aiur Chef, but without border, and with additional anchor to top (and anchors for containers, but that doesn't work). I wan't use only 2 last containers (4 and 5).
Here's my code:
I think create saved game is restricted for campign only, because you can't load saved game on battlenet (???) -> you can't launch custom save.
I suggest using banks - this way you can save everything (singleplayer banks have no size limit, so you can just dump any alive unit in, and save trigger state), then in next game load bank and if it exists (checksum or smthing) restore units and trigger state, or start game from beginning.
Looks like adding small waits fixed problem (at least nothing bad happened until now). In addition I created second backup bank, saved after "normal", and loaded when normal fail (but I don't know if it was necessary). When I gather more data I'll post it.
zelda speaks truth.... you need to use a hard coded player integer value for the "bank - open bank" statement
Don't think so. If it was issue it wouldn't work in 100% cases, not in 1%, right?
Mille25:
My banks have 300-500 bytes. I don't think that it could cause problems. Script is executed for 100%, because each player see error message (not trigger execution limit or trigger error then). I'll check what's loaded, that's good idea. Invalid characters aren't issue too, because whole string is created by starcode. Also bank one time is loaded and second time it is not, so it can't be saving problem.
Opening debug window in multiplayer is bad idea, because players could cheat in game, also it never happened to me. This problem is bothering me for couple months, (I'm even not playing this map really often), just players cry about loosing their progress.
Players who are playing my map are often loosing their banks. Problem appear to be not my fault, but...
I'm using starcode, to encrypt banks. People report that they loose exp and it sometimes return in next game. When I start game with my bank broken (bank not loaded properly) and then try to load it in another game (or in editor) sometimes it work properly, sometimes not. I think data may be lost because of saiving current progress (but we have no progress, because bank was not loaded). I'm loading data at start of game and saving at end.
No triggers errors. Players are getting message like "Your bank file is corrupted", so Validate String fail (maybe, because nothing was loaded from bank).
Someone have similar problems?
My banks have 317 bytes.
Here's code, IDK if something is wrong with it - works 90% time:
// Bank preload trigger w/o events, never calledBank-Preloadandsynchronizebank"TheThingBank"forplayer1(...)Bank-Preloadandsynchronizebank"TheThingBank"forplayer14// Banks init tigger, called in map init triggerPlayerGroup-Pickeachplayerin(ActivePlayers)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Controllerofplayer(Pickedplayer))==UserThenBank-Openbank"MyBank"forplayer(Pickedplayer)Variable-SetBanks[(Pickedplayer)]=(Lastopenedbank)BanksLoad((Pickedplayer))Else// Banks Load acton definitionVariable-SetTempString=(Loadkey"key"ofsection"scetion"frombankBanks[Player]asaString)General-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditionsTempString!=""(<Starcode>ValidateString(TempString,4))==True// this is failingThenVariable-SetTempString=(<Starcode>RemoveHashfromString(TempString,4))Variable-SetTempString=(<Starcode>DecryptString(TempString,BanksEncryptionkey))Variable-SetTempString=(<Starcode>DecompressString(TempString))<Starcode>SetCode(TempString)Variable-SetSomeVar=(<Starcode>GetIntegerValue(500))UI-Display("Your archive version: "+(Text(ArchiveVer)))for(Playergroup(Player))toDebugareaElseUI-Display"Your bank file is corrupted, new filecreated instead"for(Playergroup(Player))toSubtitlearea// and pple are getting this message
0
In my game there is human form, and alien form [more than one], and player can choose weapon for human form - so it need to be transfered [as behavior], so after morphing he still carry his weapon. Reapply solution will require additional maintenance (because some behaviors can't be reaplied), anyway it's fixed.
Need answer to second question, how to turn off ally colors ;)
0
But doesn't work? Also, as I said unit type is useless for me, because I would need to create validator for every unit type that I'm using.
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Looks like caster validators are not updated after transfer behavior - some kind of bug?
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I can't use morph, because my units have too much abilities. Also can't do it via unit type, because unit can morph to many other and they can be recognized via massive attribute. Anyway fixed it by reapllying that particular behaviors instead of just tranfering them (not best solution, but...).
Problem 2 is still unsolved.
0
1. I have unit, that is morphed to another unit via trigger with transfer behavior effect. That unit have pernament behavior, that I wan't to be active on first unit, but not on second. So first idea is to Validator: Filters Required: Massive But looks like it isn't working when behavior is transfered (behavior is not disabled after transfer) - looks like validator affect only first unit. Do you know any data workaround?
2. I don't want player to have alliance colors in game (red - enemy, yellow - ally, green - you), so disabled button in layout files. Problem is that when player join game with this option enabled, he still have it. How to fix it?
0
Hello, I've encountered serious problem. I wan't to move my item buttons to top of screen, and that's nearly works. Problem is that inventory button i clickable only from half of its height (top part of button is unclickable, bottom is clickable). Second issue is that I can't move opened containers down (they're offscreen, at top).
My code is Aiur Chef, but without border, and with additional anchor to top (and anchors for containers, but that doesn't work). I wan't use only 2 last containers (4 and 5). Here's my code:
0
http://www.sc2mapster.com/forums/resources/tutorials/2837-video-tutorial-banks/
Use dialog to let player choose if load bank.
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I think create saved game is restricted for campign only, because you can't load saved game on battlenet (???) -> you can't launch custom save.
I suggest using banks - this way you can save everything (singleplayer banks have no size limit, so you can just dump any alive unit in, and save trigger state), then in next game load bank and if it exists (checksum or smthing) restore units and trigger state, or start game from beginning.
0
I think "and" is default behavior (if no logic nodes and/or added).
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Looks like adding small waits fixed problem (at least nothing bad happened until now). In addition I created second backup bank, saved after "normal", and loaded when normal fail (but I don't know if it was necessary). When I gather more data I'll post it.
0
But bank is sometimes loaded, sometimes not. Exacly the same bank file.
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Ach, nearly forgot. I'm opening banks once at game start, and saving them when i write something. Is it correct?
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Don't think so. If it was issue it wouldn't work in 100% cases, not in 1%, right?
Mille25: My banks have 300-500 bytes. I don't think that it could cause problems. Script is executed for 100%, because each player see error message (not trigger execution limit or trigger error then). I'll check what's loaded, that's good idea. Invalid characters aren't issue too, because whole string is created by starcode. Also bank one time is loaded and second time it is not, so it can't be saving problem.
Opening debug window in multiplayer is bad idea, because players could cheat in game, also it never happened to me. This problem is bothering me for couple months, (I'm even not playing this map really often), just players cry about loosing their progress.
0
Players who are playing my map are often loosing their banks. Problem appear to be not my fault, but... I'm using starcode, to encrypt banks. People report that they loose exp and it sometimes return in next game. When I start game with my bank broken (bank not loaded properly) and then try to load it in another game (or in editor) sometimes it work properly, sometimes not. I think data may be lost because of saiving current progress (but we have no progress, because bank was not loaded). I'm loading data at start of game and saving at end. No triggers errors. Players are getting message like "Your bank file is corrupted", so Validate String fail (maybe, because nothing was loaded from bank).
Someone have similar problems? My banks have 317 bytes. Here's code, IDK if something is wrong with it - works 90% time:
0
Place a lamp somewhere ;)