Yes I am. I'm doing an overhaul and will be releasing the unfinished version soon - just so I can get feedback on what areas I need to work on immediately.
Perhaps by catalog's you might be able to, but my best guess is no.
I've accomplished what you are trying to do by creating units with the cursor model as their model, then when a hotkey is pressed I create a unit at the location of the player's mouse and track it.
This actually has delay in it, so it's not really conventional (cause of user input delay), but it works OK.
No, unfortunately the editor does not support passing the actual reference of a variable like &varName or *varName or obj { varName } or whatever language you are used to.
I actually like that idea, mr. Devil. If you could run the game entirely in "test document" or single player entirely - every map would run more smoothly (essentially...).
It was not "shut down" per say, was just told it does violate ToS. I am just doing some tests to see the limits and the possible applications. More of a proof of concept type of thing.
I've had this issue for years, never felt like reporting it. Thought it was intended. But yes, it always goes to the last post unless I explicitly click on Page 1 (which sometimes it does not have that link if there is not multiple pages). The basic link is always XXX.com/blahblah/?unread
I have just tested moving units through my system with players across different games. It was successful and has error-correcting to ensure that the unit is in the correct location. I am now moving onto issuing attack commands onto a unit.
Unfortunately, right now all I can see that is limited is that enemy mob units will have to be server-side as well, or at the very least created by a "host" player.
It would basically change the max player to 12 players per game-instance. 1 player for hostile, 1 player for ally. Doesn't mean you can't string together 5 games of 12 people, cause you can. The programming required to do so might be a little intensive.
To answer your question, quite simply one is event based, one is instance based.
Triggering Player - This can ONLY be used when an event has a player involved.
Picked Player - This can ONLY be used when using Player Groups. This is a type of loop.
(EDIT: Looking into your trigger, it shows that you're doing an !NOT for like 30 conditions... Is that what you want? Will anyone ever be NOT all those things?)
(EDIT2: I don't understand what you're trying to do with your trigger, anything beyond Player 1 will always match those conditions you set. Player 1 will NEVER match those conditions, so you will never get past it)
Last Edit: I see what you're trying to do. You're assigning a random race to a player if they have not selected after 2 minutes. A better way to approach this is that when a player DOES select a race, to set a boolean to true. Then, create this trigger with only one condition, if boolean == false, give random race.
alright so now that's working, but now the box is too small for the text, and changing the height of the timer box just pushes the time farther from the timer name so it's always outside of the box
It shouldn't :) Try messing around with timers in a new map, with just a timer in it. Mess around with all the settings.
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@thePanthurr: Go
Yes I am. I'm doing an overhaul and will be releasing the unfinished version soon - just so I can get feedback on what areas I need to work on immediately.
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@Kueken531: Go
Player cannot auto-acquiring itself - it is "hard coded" as some would call it.
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@composure19d: Go
No, you'd have to setup a dummy player
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@gerudobombshell: Go
Perhaps by catalog's you might be able to, but my best guess is no.
I've accomplished what you are trying to do by creating units with the cursor model as their model, then when a hotkey is pressed I create a unit at the location of the player's mouse and track it.
This actually has delay in it, so it's not really conventional (cause of user input delay), but it works OK.
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@rtschutter: Go
No, unfortunately the editor does not support passing the actual reference of a variable like &varName or *varName or obj { varName } or whatever language you are used to.
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@MasterWrath: Go
Perhaps - I'm not fluent enough with the capabilities of catalogs. I shall take your word on it. Maybe I should play around with catalogs.
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@yukaboy: Go
I actually like that idea, mr. Devil. If you could run the game entirely in "test document" or single player entirely - every map would run more smoothly (essentially...).
It was not "shut down" per say, was just told it does violate ToS. I am just doing some tests to see the limits and the possible applications. More of a proof of concept type of thing.
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@Mozared: Go
I've had this issue for years, never felt like reporting it. Thought it was intended. But yes, it always goes to the last post unless I explicitly click on Page 1 (which sometimes it does not have that link if there is not multiple pages). The basic link is always XXX.com/blahblah/?unread
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I have just tested moving units through my system with players across different games. It was successful and has error-correcting to ensure that the unit is in the correct location. I am now moving onto issuing attack commands onto a unit.
Unfortunately, right now all I can see that is limited is that enemy mob units will have to be server-side as well, or at the very least created by a "host" player.
(EDIT: Unless someone else has ideas?)
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@butterflo: Go
It would basically change the max player to 12 players per game-instance. 1 player for hostile, 1 player for ally. Doesn't mean you can't string together 5 games of 12 people, cause you can. The programming required to do so might be a little intensive.
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@gorjdesign: Go
To answer your question, quite simply one is event based, one is instance based.
(EDIT: Looking into your trigger, it shows that you're doing an !NOT for like 30 conditions... Is that what you want? Will anyone ever be NOT all those things?)
(EDIT2: I don't understand what you're trying to do with your trigger, anything beyond Player 1 will always match those conditions you set. Player 1 will NEVER match those conditions, so you will never get past it)
Last Edit: I see what you're trying to do. You're assigning a random race to a player if they have not selected after 2 minutes. A better way to approach this is that when a player DOES select a race, to set a boolean to true. Then, create this trigger with only one condition, if boolean == false, give random race.
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@TacoManStan: Go
A nuclear explosion
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@Terminator8: Go
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@Terminator8: Go
do that then, but that's global spec, and not local spec. So it'll occur if multiple units have that ability.
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It shouldn't :) Try messing around with timers in a new map, with just a timer in it. Mess around with all the settings.