Hi s3rius. I'm been using your code for the map I'm developing, and it's been a great tool and it was instrumental for the popularity. However, there's a small portion of the players who reported that their saved variables aren't quite correct.
So I went about using your example map (1.3) to create a test case, where I looped over 1000 times of it. Basically, I stored 21 randomly generated numbers between 0 to 500000, compressed, encrypted and added a 3-level security hash. The reverse process was then done, the results compared with the original random values.
Results of the test: roughly a min. of 30 mismatches for 1000 tries. Just in case I've made a mistake, here's the test map, not 100% concluding anything yet.
As the game is initialized, the trigger Example Usage is repeated over and over. You'll see error debug messages for each mismatch.
It seems like that's the only way yeah...however, I'm looking at linking a button of a dialog to a unit. Meaning that if I use any ability/actions and click on that button, the ability/action is directed to that specific unit. Any ideas how to do that then?
Ok I got that part. My map was hiding the hero panel that's why.
The thing is...if I want to use any ability/action on that hero icon, it doesn't work...please, anyone know how to solve this problem? Will be appreciate it.
Also I wonder if it's possible to include all hero icons of all players in the game...
In the Zeratul campaign mission. On the right side of the screen, there were hero icons where if you click them, you automatically select them as well. That's what I'm looking for but I'm stumped on where to enable that.
Hi there. A bit of background 1st. I'm developing a map's UI not unlike a WOW style party UI, where there's a list of party member's character icons displaying their health bars/mana, etc.
Am looking for a way to connect a button to a unit...what I mean is, if I click on the unit, the game selects the unit for the player. Of course this can be done using the trigger GUI. What I want is to go beyond that, so if I use attack on the button, or use heal on that button, the attack or heal is directed to the associated unit. Anyone have any ideas how to do this?
Also, the unit info panel at the bottom of a screen only works for the unit being selected. Is there a way to permanently display a specific unit for this panel?
So got a few map for tutorial purposes on SC2Mapster, but when I opened them, all the names of triggers, functions, variables and what have you, are empty. Anyone has any ideas why?
Still, it's hard to believe the limit is so small...aren't mapmakers around going to face this inevitable problem? Especially custom games with many scripted events, RPGs in particular.
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bump again
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Bump
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Bump.
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Hi s3rius. I'm been using your code for the map I'm developing, and it's been a great tool and it was instrumental for the popularity. However, there's a small portion of the players who reported that their saved variables aren't quite correct.
So I went about using your example map (1.3) to create a test case, where I looped over 1000 times of it. Basically, I stored 21 randomly generated numbers between 0 to 500000, compressed, encrypted and added a 3-level security hash. The reverse process was then done, the results compared with the original random values.
Results of the test: roughly a min. of 30 mismatches for 1000 tries. Just in case I've made a mistake, here's the test map, not 100% concluding anything yet.
As the game is initialized, the trigger Example Usage is repeated over and over. You'll see error debug messages for each mismatch.
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@RighteousRage: Go
It seems like that's the only way yeah...however, I'm looking at linking a button of a dialog to a unit. Meaning that if I use any ability/actions and click on that button, the ability/action is directed to that specific unit. Any ideas how to do that then?
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As the tile says. Currently the panel only shows heroes owned to their respective owners but not to all.
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@jrb7k: Go
Ok I got that part. My map was hiding the hero panel that's why.
The thing is...if I want to use any ability/action on that hero icon, it doesn't work...please, anyone know how to solve this problem? Will be appreciate it.
Also I wonder if it's possible to include all hero icons of all players in the game...
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@jrb7k: Go
Enabling those attri and flags didn't do trick. Wonder what we're missing...
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In the Zeratul campaign mission. On the right side of the screen, there were hero icons where if you click them, you automatically select them as well. That's what I'm looking for but I'm stumped on where to enable that.
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Hi there. A bit of background 1st. I'm developing a map's UI not unlike a WOW style party UI, where there's a list of party member's character icons displaying their health bars/mana, etc.
Am looking for a way to connect a button to a unit...what I mean is, if I click on the unit, the game selects the unit for the player. Of course this can be done using the trigger GUI. What I want is to go beyond that, so if I use attack on the button, or use heal on that button, the attack or heal is directed to the associated unit. Anyone have any ideas how to do this?
Also, the unit info panel at the bottom of a screen only works for the unit being selected. Is there a way to permanently display a specific unit for this panel?
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So got a few map for tutorial purposes on SC2Mapster, but when I opened them, all the names of triggers, functions, variables and what have you, are empty. Anyone has any ideas why?
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@RileyStarcraft: Go
Right, I see now what you mean.
So is there some kind of measure to see how close a map's memory allocation come close to this limit?
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Hmm, just to be sure I'm hearing this correctly - so the 2MB limit for total trigger file size is actually referring to compressed size?
But what about this link here?
http://www.hiveworkshop.com/forums/starcraft-ii-editor-help-zone-647/galaxy-editor-epic-fail-167008/
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Still, it's hard to believe the limit is so small...aren't mapmakers around going to face this inevitable problem? Especially custom games with many scripted events, RPGs in particular.
So how to work around this?
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Thanks, s3rius. Let me take this opportunity to thank you also for the great contribution that is Starcode. Saved me a lot of headaches.