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    posted a message on Transfer behavior validator and player colors

    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 ;)

    Posted in: Data
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    posted a message on Transfer behavior validator and player colors

    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.

    Posted in: Data
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    posted a message on Transfer behavior validator and player colors

    Looks like caster validators are not updated after transfer behavior - some kind of bug?

    Posted in: Data
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    posted a message on Transfer behavior validator and player 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...).

    Problem 2 is still unsolved.

    Posted in: Data
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    posted a message on Transfer behavior validator and player colors

    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?

    Posted in: Data
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    posted a message on Move item bar to top

    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:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>    
        <Frame type="InventoryPanel" name="GameUI/UIContainer/ConsoleUIContainer/InventoryPanel" file="GameUI">
            
    	<Frame type='InventoryContainer' name='ContainerPanel00'>
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
    	</Frame>
    	<Frame type='InventoryContainer' name='ContainerPanel01'>
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
    	</Frame>
    	<Frame type='InventoryContainer' name='ContainerPanel02'>
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
    	</Frame>
    	<Frame type='InventoryContainer' name='ContainerPanel03'>
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
    	</Frame>
    	<Frame type='InventoryContainer' name='ContainerPanel04'>
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
    	</Frame>
    	<Frame type='InventoryContainer' name='ContainerPanel05'>
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
    	</Frame>
    
            <Frame type="InventoryContainer" name="InventoryButtons">
                <Anchor side="Top" pos="Min" relative="$parent/$parent/$parent" offset="45"/>
                <Anchor side="Left" relative="$parent" pos="Mid" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
                
                <Frame type="CommandButton" name="Button05">
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
                    <Anchor side="Right" relative="$parent" pos="Max" offset="-20"/>
                    <Width val="76"/>
                    <Height val="76"/>
                </Frame>
                <Frame type="CommandButton" name="Button04">
                    <Width val="76"/>
                    <Height val="76"/>
                </Frame>
                <Frame type="CommandButton" name="Button03">
                    <Width val="76"/>
                    <Height val="76"/>
                </Frame>
                <Frame type="CommandButton" name="Button02">
                    <Width val="76"/>
                    <Height val="76"/>
                </Frame>
                <Frame type="CommandButton" name="Button01">
                    <Width val="76"/>
                    <Height val="76"/>
                </Frame>
                <Frame type="CommandButton" name="Button00">
                    <Width val="76"/>
                    <Height val="76"/>
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    
    Posted in: UI Development
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    posted a message on Checkpoints

    http://www.sc2mapster.com/forums/resources/tutorials/2837-video-tutorial-banks/

    Use dialog to let player choose if load bank.

    Posted in: Triggers
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    posted a message on Checkpoints

    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.

    Posted in: Triggers
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    posted a message on Trigger not Working
    Quote from hobbidude: Go

    Couple of things; conditions may need to be all combined under an "and" to force to make sure all three are rquired otherwise use "or".

    I think "and" is default behavior (if no logic nodes and/or added).

    Posted in: Triggers
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    posted a message on Loading bank sometimes fails

    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.

    Posted in: Triggers
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    posted a message on Loading bank sometimes fails
    Quote from Mille25: Go

    Try to completly remove Starcode from your save system and see if it fixes the issue.

    But bank is sometimes loaded, sometimes not. Exacly the same bank file.

    Posted in: Triggers
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    posted a message on Loading bank sometimes fails

    Ach, nearly forgot. I'm opening banks once at game start, and saving them when i write something. Is it correct?

    Posted in: Triggers
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    posted a message on Loading bank sometimes fails
    Quote from SouLCarveRR: Go

    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.

    Posted in: Triggers
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    posted a message on Loading bank sometimes fails

    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 called
            Bank - Preload and synchronize bank "TheThingBank" for player 1
    	(...)
            Bank - Preload and synchronize bank "TheThingBank" for player 14
    
    // Banks init tigger, called in map init trigger
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Controller of player (Picked player)) == User
                        Then
                            Bank - Open bank "MyBank" for player (Picked player)
                            Variable - Set Banks[(Picked player)] = (Last opened bank)
                            Banks Load((Picked player))
                        Else
    
    
    // Banks Load acton definition
            Variable - Set TempString = (Load key "key" of section "scetion" from bank Banks[Player] as a String)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            TempString != ""
                            (<Starcode> Validate String(TempString, 4)) == True // this is failing
                Then
                    Variable - Set TempString = (<Starcode> Remove Hash from String(TempString, 4))
                    Variable - Set TempString = (<Starcode> Decrypt String(TempString, Banks Encryptionkey))
                    Variable - Set TempString = (<Starcode> Decompress String(TempString))
                    <Starcode> Set Code(TempString)
                    Variable - Set SomeVar = (<Starcode> Get Integer Value(500))
                    UI - Display ("Your archive version: " + (Text(ArchiveVer))) for (Player group(Player)) to Debug area
                Else
                    UI - Display "Your bank file is corrupted, new filecreated instead" for (Player group(Player)) to Subtitle area // and pple are getting this message
    
    Posted in: Triggers
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    posted a message on remove shadows from doodad

    Place a lamp somewhere ;)

    Posted in: Data
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