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    posted a message on Idk how to explain this in two words

    @FunBotan: Go

    Welcome.

    Posted in: Triggers
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    posted a message on Idk how to explain this in two words

    @MrGliath: Go

    "Set Unit Custom Value" is what you're looking for perhaps? If not, go download GAx3 mod as it has a function to get a unit's unique handle.

    Posted in: Triggers
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    posted a message on (Solved) TD Issues ( canceling tower gives 75% mins why?)

    @ElBushido: Go

    Go to data editor, go to abilities tab, type in "Refund" in the search

    Posted in: Data
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    posted a message on Show/Hide Game UI for specific players

    @TCatastrophicT: Go

    You have to go into the data editor and find the unit flag for "Cannot be Selected" and uncheck it.

    Posted in: Triggers
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    posted a message on WoW Ulduar or Whole New RPG?

    @JakeCake26: Go

    Why not just work on corruption rpg?

    Posted in: Map Suggestions/Requests
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    posted a message on [ Diablo:The Curse Of Tristram RPG] A little walk to The Den of Evil (new video!)

    @Imperfect1987: Go

    I'm pretty sure he's using SC2 models on purpose, as he states it's a SC2/D2 crossover.

    Posted in: Project Workplace
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    posted a message on Player Group Active

    @soulzek: Go

    Efficiency

    Posted in: General Chat
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    posted a message on Altering the color of unit selection UI when behavior is applied.

    Find the actor/whatever it is for the regular selection model.

    Have a trigger to check when the behavior is applied, then have an action change the catalog value of the selection model to what you want.

    Posted in: UI Development
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    posted a message on Is this even coming?

    Blizz DotA is fake!!!1

    Posted in: Heroes of the Storm
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    posted a message on Player name in bank file

    @hobbidude: Go

    Player handle returns the actual ID of the player as a string, so you could use that. Or ask for user input to put their name in it.

    Posted in: Triggers
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    posted a message on Triggered chat messages to log

    @soulzek: Go

    Nope :)

    Posted in: Triggers
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    posted a message on Unit properties unique?

    @soulzek: Go

    There's no way around that, you'll have to create a unique unit just for that... It sucks, I know :(

    Posted in: General Chat
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    posted a message on Dynamic Array Unit Indexer

    Breaking this into two posts for aesthetics.

    Now, records are pretty static, and you must declare every variable/property that will be in that record/struct/whatever it is.

    On the other hand, you can simply create a unit for every object you want, and then just create variables/properties on the fly.

    Simple just naming any kind of propertyName in any of the functions I made above will create that variable/property. This is very powerful, especially if you don't want to keep going back and forth to your structs/records to do some minute thing.

    Posted in: Galaxy Scripting
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    posted a message on Dynamic Array Unit Indexer

    @DieHappy1234: Go

    I use GAx3 specifically for this purpose. Well, that and I can create properties on a unit object on the fly. I just made a post on the battle.net forums, and I saw this just now as well, so thought I'd post.

    Use Renee's GAx3 mod, it also has a UnitGetHandleID function or whatever, something like that. It basically assigns a unique ID value to a unit whenever it's called. Using this, you can construct more javascript-like objects, wheres properties can be made dynamically without being declared.

    So, take for example you wanted to store a string in a unit (Keep in mind you can create a unit just to act as an object that contains everything, and hide it away). You would make an action like this (Parameters: Unit, String, PropertyName)

    • DataTableSetString(true, (lp_propertyName + IntToString(GAx3_UnitGetHandle(lp_unit))), lp_string);

    and to get the data, you would do (Parameters: Unit, PropertyName)

    • return DataTableGetString(true, (lp_propertyName + IntToString(GAx3_UnitGetHandle(lp_unit))));

    This is what it looks like in GUI, when I use this function. "Store string <string> as property <propertyName> on unit <Unit>". And of course, to make it have a variable array amount, you do "Store string <string> as property <propertyName+integer> on unit <Unit>". The array number is simply attached to the end of the propertyname.

    Let's say I want to store the text "Burning Exile" on my MasterVariableHolder (a unit that is invisible/hidden/invuln that I placed in a corner of the map). I want this string to be a variable/property called Land0 (Or gv_land[0] equivalent, if we did not use this trick). I would simply do:

    • Store string "Burning Exile" as property ("Land" + GetLandCount()) on unit MasterVariableHolder.

    As the player gets more lands, I can simply just let the function increase the array size (it is not doing anything, but logically it is increasing it as GetLandCount() returns a higher number)

    To get the value, it's pretty simple to figure out. But here's what I would do to get the name of a land array 0 (this is what mine looks like in GUI)

    • Get the string property ("Land" + "0" on unit MasterVariableHolder.

    Creating 2d arrays is no problem, or even associative arrays. ("Land" + ("Player" + GetPlayerNumber()) + ("World" + GetWorldNumber()) ) would be an instance of 2d array.

    An instance of an associative array is pretty simple... ("Land" + "thirdLand") is one example...

    Posted in: Galaxy Scripting
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