I made a map, Undead Assault 3, and since patch 1.5 I've been having problems with desyncs. At the start of the game, it seems like 70% of the time it desyncs. I suspect it's from a certain player (and getting re-invited etc.), but how exactly I don't know.
I have a hero ability that, when learned, is triggered to set another ability to it's level. So as you level up one ability, it levels up another.
The trigger sets the 2nd ability to the same level of the learned one.
The problem is that, for some weird reason, at level 3 the ability button says "Level 4" and at level 4 the button says "Level 5". It doesn't even have 5 levels.
I added a debug msg, and for some weird reason it's just skipping level 3 and jumping to level 4, although the learned ability is not. So I basically cannot set it's level to level 3 - I tried triggering that, too, and it just jumps to level 4 again. I do not understand how this is possible. Any idea how to fix this?
I'm trying to change the Immortal Impact effect to be firey and explosive.
I ran into a bit of trouble, though. 2 of their particles use an 8x8 image, however the bottom 8x3 are firey, and the top 8x5 are blue and plasma-like.
How do I switch it to use the bottom 8x3 instead? I cannot find any fields within the particles that change this. In the columns and rows, it says 8x8 but it's only using the top 8x5.
When I say 8x3, I mean columns x rows (rows being vertical).
Actually, I don't think it is the signature. I think the bank itself is simply not loading period (as in, they are NOT getting the message). Could it be a compatibility issue with the 1.5 beta patch?
Or do I have too many variables getting saved? I can easily turn those decal and camo unlocks into 2 strings rather than like 20 booleans.
I have a bank system for my map that saves a couple of integers/booleans for players. The problem is that it sometimes is unverified on battle.net. A player will play a game, join another, and sometimes their bank resets or is unverified. Any idea what is wrong with my code? Do I have too many variables?
I have 3 triggers, one that preloads the bank, one that loads and sets the variables from them, and one that saves the banks.
BanksVarsEventsTimer-Elapsedtimeis0.0GameTimesecondsLocalVariablesloopint=1<Integer>int=1<Integer>ConditionsActionsGeneral-Foreachintegerloopintfrom1to12withincrement1,do(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Bankbanks[loopint]isverified)==TrueThenVariable-SetPlayerExperience[1][loopint]=(Load"experience"ofsection"enlisted"frombankbanks[loopint]asintegervalue)Variable-SetPlayerExperience[2][loopint]=(Load"experience"ofsection"warrant officer"frombankbanks[loopint]asintegervalue)Variable-SetPlayerExperience[3][loopint]=(Load"experience"ofsection"officer"frombankbanks[loopint]asintegervalue)Variable-SetPlayerGamesPlayed[loopint]=(Load"games played"ofsection"general"frombankbanks[loopint]asintegervalue)Variable-SetPlayerGamesPlayed[loopint]=(PlayerGamesPlayed[loopint]+1)Variable-Setplayercamounlocked[1][loopint]=TrueGeneral-Foreachintegerintfrom2to10withincrement1,do(Actions)ActionsVariable-Setplayercamounlocked[int][loopint]=(Loadplayercamostring[int]ofsection"camo"frombankbanks[loopint]asboolean)General-Foreachintegerintfrom1to6withincrement1,do(Actions)ActionsVariable-Setplayerdecalunlocked[int][loopint]=(Loadplayerdecalstring[int]ofsection"decals"frombankbanks[loopint]asboolean)Variable-SetPlayerAvgGameTime[loopint]=(Load"avg game time"ofsection"general"frombankbanks[loopint]asintegervalue)UI-Display(Combine("Biometric ID recognized. XP:"))for(Playergroup(loopint))toDebugareaUI-Display(Combine("Enlisted:",(Text(PlayerExperience[1][loopint]))))for(Playergroup(loopint))toDebugareaUI-Display(Combine("WO:",(Text(PlayerExperience[2][loopint]))))for(Playergroup(loopint))toDebugareaUI-Display(Combine("Officer:",(Text(PlayerExperience[3][loopint]))))for(Playergroup(loopint))toDebugareaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfPlayerExperience[1][loopint]>=RankXPMin[1][3]ThenTechTree-SetPFCupgradelevelto1forplayerloopintElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfPlayerExperience[1][loopint]>=RankXPMin[1][6]ThenTechTree-SetSGTupgradelevelto1forplayerloopintElseElseVariable-Setplayercamounlocked[1][loopint]=TrueUI-Display(Combine("Biometric ID not recognized. XP: ",(Text(PlayerExperience[1][loopint]))))for(Playergroup(loopint))toDebugareaVariable-Setloopint=(loopint+1)
SaveBankEventsGame-PlayerAnyPlayertypesachatmessagecontaining"-save",matchingExactlyLocalVariablesloopint=1<Integer>ConditionsActionsGeneral-Foreachintegerloopintfrom2to10withincrement1,do(Actions)ActionsBank-Storebooleanplayercamounlocked[loopint][(Triggeringplayer)]asplayercamostring[loopint]ofsection"camo"inbankbanks[(Triggeringplayer)]General-Foreachintegerloopintfrom1to6withincrement1,do(Actions)ActionsBank-Storebooleanplayerdecalunlocked[loopint][(Triggeringplayer)]asplayerdecalstring[loopint]ofsection"decals"inbankbanks[(Triggeringplayer)]Bank-StoreintegerPlayerExperience[1][(Triggeringplayer)]as"experience"ofsection"enlisted"inbankbanks[(Triggeringplayer)]Bank-StoreintegerPlayerExperience[2][(Triggeringplayer)]as"experience"ofsection"warrant officer"inbankbanks[(Triggeringplayer)]Bank-StoreintegerPlayerExperience[3][(Triggeringplayer)]as"experience"ofsection"officer"inbankbanks[(Triggeringplayer)]Bank-StoreintegerPlayerGamesPlayed[(Triggeringplayer)]as"games played"ofsection"general"inbankbanks[(Triggeringplayer)]Bank-StoreintegerPlayerAvgGameTime[(Triggeringplayer)]as"avg game time"ofsection"general"inbankbanks[(Triggeringplayer)]Bank-Savebankbanks[(Triggeringplayer)]UI-Display(Combine("Biometric ID saved. Enlisted XP: ",(Text((Load"experience"ofsection"enlisted"frombankbanks[(Triggeringplayer)]asintegervalue)))))for(Playergroup((Triggeringplayer)))toDebugareaUI-Display(Combine("Biometric ID saved. WO XP: ",(Text((Load"experience"ofsection"warrant officer"frombankbanks[(Triggeringplayer)]asintegervalue)))))for(Playergroup((Triggeringplayer)))toDebugareaUI-Display(Combine("Biometric ID saved. CO XP: ",(Text((Load"experience"ofsection"officer"frombankbanks[(Triggeringplayer)]asintegervalue)))))for(Playergroup((Triggeringplayer)))toDebugarea
I want to move the resource icons from the top right corner of the screen to the middle of screen, above the hotkeys. I can make the document myself, I just need the code lines :P Thank you!
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I made a map, Undead Assault 3, and since patch 1.5 I've been having problems with desyncs. At the start of the game, it seems like 70% of the time it desyncs. I suspect it's from a certain player (and getting re-invited etc.), but how exactly I don't know.
Can anybody help me on this?
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I love you.
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Anybody got a clue?
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I'm trying to make my UI transparent. When I set the alpha, however, it leaves this black bar behind the UI. How do I get rid of it?
http://www.freeimagehosting.net/jegtf
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Yes I know. And yet it still skips 1 level at level 3.
At level 1 and 2 it's fine.
Here is my trigger:
At level 3, the game messages: 2 3
Before that it's: 1 1
and
0 0
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I have a hero ability that, when learned, is triggered to set another ability to it's level. So as you level up one ability, it levels up another.
The trigger sets the 2nd ability to the same level of the learned one.
The problem is that, for some weird reason, at level 3 the ability button says "Level 4" and at level 4 the button says "Level 5". It doesn't even have 5 levels.
I added a debug msg, and for some weird reason it's just skipping level 3 and jumping to level 4, although the learned ability is not. So I basically cannot set it's level to level 3 - I tried triggering that, too, and it just jumps to level 4 again. I do not understand how this is possible. Any idea how to fix this?
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Nevermind I found the problem.
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I'm trying to change the Immortal Impact effect to be firey and explosive.
I ran into a bit of trouble, though. 2 of their particles use an 8x8 image, however the bottom 8x3 are firey, and the top 8x5 are blue and plasma-like.
How do I switch it to use the bottom 8x3 instead? I cannot find any fields within the particles that change this. In the columns and rows, it says 8x8 but it's only using the top 8x5.
When I say 8x3, I mean columns x rows (rows being vertical).
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I've been trying for a long time to turn off resource sharing when a player leaves the game.
I have a loop that sets them to "neutral" when they leave and all their resources to 0, but that doesn't work.
What is the easiest way to do this?
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Thank you ahli. I'll try to reduce my bank sizes.
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Let's stay on topic, please!
Actually, I don't think it is the signature. I think the bank itself is simply not loading period (as in, they are NOT getting the message). Could it be a compatibility issue with the 1.5 beta patch?
Or do I have too many variables getting saved? I can easily turn those decal and camo unlocks into 2 strings rather than like 20 booleans.
0
I have a bank system for my map that saves a couple of integers/booleans for players. The problem is that it sometimes is unverified on battle.net. A player will play a game, join another, and sometimes their bank resets or is unverified. Any idea what is wrong with my code? Do I have too many variables?
I have 3 triggers, one that preloads the bank, one that loads and sets the variables from them, and one that saves the banks.
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Anyone know how to change supply?
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@Helral: Go
Ah thank you very much!
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Can someone do this for me:
I want to move the resource icons from the top right corner of the screen to the middle of screen, above the hotkeys. I can make the document myself, I just need the code lines :P Thank you!