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    posted a message on [solved] Asking for advise - One Big Mod or Mod + Parts?

    Ok, I've thought about it, and I don't regret my decision.

     

    I like it how it is, even if it loads a bit slower (at least in the Editor).

     

    I really wanted Creep Tumor Logic to have it's own file.  And I think it's best as an Extension Mod, rather than a Dependent Mod, as it has triggers.

     

    All in all, I'm satisfied.

     

    If loading time is slow for the published map, I'll be a bit disappointed, but no regrets.

     

    Posted in: Data
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    posted a message on [solved] Asking for advise - One Big Mod or Mod + Parts?

    [Solution Post]

     

    ——

     

    So I changed my Mod so that it's split into Parts.

    Basically I divided it by sections so that the Data section is less cluttered.

     

    My question is:  Is this a smart move?  Or do you think it's better to keep it together?

     

    I like how the Data section has filters now and less cluttered,

    but I notice load times are longer (at least from the editor)

     

    I feel less energy after doing the switch.  Also, it's difficult to convert files / parts.

     

    I have 1 main Mod, consisting of many Parts (which are Dependencies, which are Mods).

     

    Sorry it's a bit unorganized, so basically I want to know from those who understand compatibility better than me, and /or more experienced, especially if already gone thru the same process.

     

    Is it ok to ask a question so unrefined?

     

    Anyways, so here it is.

     

    Posted in: Data
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    posted a message on [closed] How to toggle a Dependency in-game?

    In reply to MaskedImposter:

     Thank you for your reply.  Makes sense.
    Posted in: Data
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    posted a message on [closed] How to toggle a Dependency in-game?

    Update:

     

    I looked into it (Catalog Field Value Set)  further, only to seem-to-discover, that it has it's limitations.  Modifying ability flags may be one such limitation...

     

    All in all, this case is Closed.

    Posted in: Data
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    posted a message on [closed] How to toggle a Dependency in-game?

    Here is an attempt, for reference.

    btw, I have yet to see a Catalog Field trigger that works properly.

    Posted in: Data
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    posted a message on [closed] How to toggle a Dependency in-game?

     In reply to DrSuperEvil:

     no, allow me to rephrase my question,

     

    So the story is:

    I have a Mod, containing Parts.

    One Part is:  [Autocast Logic]

    This Part should be Enabled or Disabled in response to Player's Choice.

    I can't find a way to do this.

     

    I have 2 questions in regards to solving this problem.

    and the Questions are:

    • Can I simply make a trigger which directly toggles the Dependency?
    • else
    • How do I toggle the [autocast] flag for an ability via trigger?

     

    Thank you for any assistance.

    (Also, I'll be understanding of any coding limitations within this Editor)

     

     

    imperfect, yet fun...

    Posted in: Data
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    posted a message on [closed] How to toggle a Dependency in-game?

    Let's say there's a player choice between:  Autocast On,  and  Autocast Off.

     

    Let's say the resultant action is to toggle a Dependency.

     

    How do I cause a Dependency to revert in-game?

    (in specific, it's the Data that I don't know how to revert)

     

    ——

     

    [Solution Post]

     

    notes from future self:

    I don't recommend splitting a mod into dependencies.  In the editor, it's much easier to work with one file than many.  Oh, and you can't publish it until it's all in one file.

    Posted in: Data
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    posted a message on [closed] autocast for upgrades?

    Nevermind I found the solution. ^.^   Amazing how much difference a night's rest can make!

     

    Solution:

     

    The key is to put the original upgrades in the Command Card as well.

     

     

    Next up,  I will share my completed works, in different areas,...  if and when the 'higher ups' choose reason over the current regime!!!!

    What are you talking about?

    <.<  *shrugs*

    Posted in: Data
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    posted a message on [closed] autocast for upgrades?

    Working towards version 3.0,  I think this can work.

     

    In reply to DrSuperEvil:

     Can you help?
    My question is:
    How do I fix this?
    My guess is at: (Ability > Commands > Cancel > Default Button), but that doesn't seem to work.  I thought you might know the answer.
    Posted in: Data
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    posted a message on [closed] autocast for upgrades?

    Here is version 2.0

     

    What's different is it's divided back into 3 levels, so that it can properly display information for each level.

     

    Limitations:

    • It does seem somewhat restricted to only instantaneous speeds. If that doesn't bother you, then perhaps this is a great demo of how-to-do autocast upgrades.

     

    moving as fast as one person ... can...

     

    Am I servant class or something?  ^_^;

    Posted in: Data
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    posted a message on [closed] Alternative to Wait?

    Would like to request deleting this thread.

    Posted in: Triggers
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    posted a message on [closed] Alternative to Wait?

    I reworked the trigger to a sample that I could work with.  Improving a few things here and there.

     

    Thing is, it actually worked just fine, the Wait and all.

     

    One error I noticed was a condition was flawed, and may have been the cause of not seeing the intended action.  I find it an odd coincidence that it occurred in sync with adding or removing the Waits, but I guess that can happen too...

     

    All in all, sorry, it was my mistake.

    Posted in: Triggers
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    posted a message on [closed] autocast for upgrades?

    Thanks again sir,

     

    I'll post my demo for autocast upgrades here.  If anyone wants to improve upon it in any way, then I at least will implement it in my map.  (also it could be a useful example for autocast upgrades for others)

     

    Thanks again !

    ~ SS

    Posted in: Data
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    posted a message on [closed] Alternative to Wait?

     

    So Wait doesn't seem to work within a Pick thread, (2 for 2 tests)  -  What's a good alternative?

     

    The thing is, I'm trying to add a Wait to reduce the burden (lag) of the instant. It has to be within the Picked thread.

     

    Any ideas?

    Posted in: Triggers
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    posted a message on [closed] autocast for upgrades?

    In reply to DrSuperEvil:

    Success!  A single button now manages all 3 of the Zerg Melee Attack levels.
    Now for the final part..  removing the button at the end..

     Any idea how to do that?

    Here's what I've got so far..  btw it doesn't work.
    Posted in: Data
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