Action definitions are indeed useful, however you can't assign a variable to them. Triggers can be assigned variables. What I was proposing, if hypothetically triggers had parameters, that I would just assign a trigger to a variable and run that variable(trigger) when the hotkey is pressed.
Yes, I can do that, Xil. But that's ending up in the same thing I was just discussing, no? Because the switch will then run through a mass list of conditions searching for "flame wall".
Here's what I am trying to do. In my map, I basically have many abilities available to a player. It's an RPG, so they also have an action bar. They can definite their hotkeys on the action bar with access to over 500 abilities (not actually 500, some will be passive)
I want it so that when they click on the hotkey on the action bar, that it won't check 500 different things to see what kind of ability is hotkeyed. I wish there was a "Action Definition" variable, as this would solve everything. Or if there were passable parameters through "Run Trigger" action. I can't figure out a good solution though.
There's no easy solution to your question :( Just go with the high size. These are all mods you said, so why not just have the user download large mods?
Hello all, I just wanted to know everyone's opinions and preference on the topic. Do you prefer to play games that have items listed or items displayed as larger icons/images? Here are examples of what I mean.
LIST: (Bad one way of listing the items, but what can you expect of FF14)
ICONS:
IMAGES:
Thank you all, I'm actually just having a hard time deciding on what format I should go with.
I convert my small icons from tga to dds still, even though they are so tiny in size. A 64x132 icon I use is 34 kb in size as tga. When I save it as dds, it's actually only 4.25 kb. That's a HUGEEEE difference to me. I'm making over 1200 custom ability icons. If I saved as tga, that's roughly 40 megabytes of data. Saving with dds reduces it only to FIVE (5) MB. This is huge to me. Everything helps.
You might have to convert everything 1 x 1 by yourself. I couldn't find any mass convert programs. Sorry, but gl!
I have finished polishing the main-hand auto attack system. Dual wield auto attack is going to come at a much later date (When I implement items/inventory)
Video below shows a demonstration of the system with a 1.2 attack speed weapon. Some info about it: Requires you to be facing the enemy. Double clicking initiates attacks (can also be hotkeyed). The text you see there is merely placeholder/debugging purposes only, pay no attention to it. Also, there are 3 attack animation variations for the main hand attack being shown.
Oh btw, it seems really really darker than what it actually is. The game is not THIS dark.
I gave back attack, but with game UI removed, it still just issues order anyways. There's no way to right click. The only way is by using the mouse click event and matching the location of the mouse click with the units. I want to avoid mouse click events tho.
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@LosTacos: Go
Action definitions are indeed useful, however you can't assign a variable to them. Triggers can be assigned variables. What I was proposing, if hypothetically triggers had parameters, that I would just assign a trigger to a variable and run that variable(trigger) when the hotkey is pressed.
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@Kueken531: Go
Yes, I can do that, Xil. But that's ending up in the same thing I was just discussing, no? Because the switch will then run through a mass list of conditions searching for "flame wall".
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@Kueken531: Go
Here's what I am trying to do. In my map, I basically have many abilities available to a player. It's an RPG, so they also have an action bar. They can definite their hotkeys on the action bar with access to over 500 abilities (not actually 500, some will be passive)
I want it so that when they click on the hotkey on the action bar, that it won't check 500 different things to see what kind of ability is hotkeyed. I wish there was a "Action Definition" variable, as this would solve everything. Or if there were passable parameters through "Run Trigger" action. I can't figure out a good solution though.
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@egodbout: Go
Was I... just trolled? What's the point of this thread?
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Would over 500 condition checks running in a single thread slow down the trigger's process? Or would it still be near instantaneously fast? Thank you.
EDIT: Forgot to ask. Should I just break this single trigger into 500+ triggers? Would that make it run faster?
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@Sherlia: Go
Boom bam, I'm sure you can figure out the rest. If not, I can post a quick SS of what you need exactly.
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@Delvianna: Go
EDIT: Here we go..
Go to Action "Modify Player Property"
then for the number, you must go to "Unit Type Cost" function. There ya go.
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@Terminator8: Go
There's no easy solution to your question :( Just go with the high size. These are all mods you said, so why not just have the user download large mods?
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@BasharTeg: Go
Yes... and then what, BasharTeg?
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Hello all, I just wanted to know everyone's opinions and preference on the topic. Do you prefer to play games that have items listed or items displayed as larger icons/images? Here are examples of what I mean.
Thank you all, I'm actually just having a hard time deciding on what format I should go with.
0
@AlphaShadows: Go
I convert my small icons from tga to dds still, even though they are so tiny in size. A 64x132 icon I use is 34 kb in size as tga. When I save it as dds, it's actually only 4.25 kb. That's a HUGEEEE difference to me. I'm making over 1200 custom ability icons. If I saved as tga, that's roughly 40 megabytes of data. Saving with dds reduces it only to FIVE (5) MB. This is huge to me. Everything helps.
You might have to convert everything 1 x 1 by yourself. I couldn't find any mass convert programs. Sorry, but gl!
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@Obatztrara: Go
Save the map, exit all the editor windows. Open regedit, find the sc2 map editor, and delete the entire preferences folder.
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@Hobrow: Go
I prefer it in this forum if possible, as I think it's solution lies in data. It is up to you, though. Thanks Hobrow, I'll look into it.
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@Enexy: Go
I have finished polishing the main-hand auto attack system. Dual wield auto attack is going to come at a much later date (When I implement items/inventory)
Video below shows a demonstration of the system with a 1.2 attack speed weapon. Some info about it: Requires you to be facing the enemy. Double clicking initiates attacks (can also be hotkeyed). The text you see there is merely placeholder/debugging purposes only, pay no attention to it. Also, there are 3 attack animation variations for the main hand attack being shown.
Oh btw, it seems really really darker than what it actually is. The game is not THIS dark.
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@DrSuperEvil: Go
I gave back attack, but with game UI removed, it still just issues order anyways. There's no way to right click. The only way is by using the mouse click event and matching the location of the mouse click with the units. I want to avoid mouse click events tho.