And I'm getting various trigger errors on Line 62, 63, 76, among others.
Here is the galaxy script.
==================================================================================================
Generated Map Script
Name: Just Another StarCraft II Map
Author: Unknown Author
==================================================================================================
include "TriggerLibs/NativeLib"
Also, if you haven't seen, the idea is I want an achievement to save when I type in -testachieve or something to similar effect, and it changes the model of the CC on the map to a Nexus. Thanks in advance to whoever is awesome enough to help a newb ;_;
The first post is a fail because:
- doesn't state errors (only lines...)
- code is only 29 lines long, but errors are in lines 60+
- where do the errors appear? saving/compiling in editor? ingame?
- the bank "achievements" isn't saved in a variable anywhere
I would guess that the other model isn't usable with the model swap, but who knows what the problem is because the topic is about banks and he doesn't even seem to save banks or do something with them.
The second post is fail, too because you just beg for "answer this" instead of describing the problem that you have.
Write what you have, write what you get, write what you tried and try to add as much detail as you can to the first 2 parts. I'm sure a lot of guys can help you then.
Also, banks in a nutshell:
1. preload with typed out name (no variable)
2. open for player and save in variables (e.g. array), set signature, if you want
3. read stuff from bank, save stuff to the bank (section -> key)
4. save bank, if you want to save all changes to the file
Also, banks in a nutshell:
1. preload with typed out name (no variable)
2. open for player and save in variables (e.g. array), set signature, if you want
3. read stuff from bank, save stuff to the bank (section -> key)
4. save bank, if you want to save all changes to the file
none of this makes sense to me. could you give more detail, maybe even walk me through a simple test run so i can get the feel for it?
Here.
Every important function is used within the init trigger. It preloads a bank, opens it, sets the signature option, checks if it is verified, clears all entries if it isn't verified, loads a value, saves a value into the bank and finally saves the bank.
In addition I copy pasted a function from me that transfers all entries from 1 bank into another bank (except for stored units as we can't hold them in a variable; would require loading and saving of the unit somewhere on the map).
I've added some comments, so I hope you understand it and can learn from it.
Hey, everyone. I've been working on a basic bank file test, and it's not working as well as I'd like. Here are the three triggers I have:
And I'm getting various trigger errors on Line 62, 63, 76, among others.
Here is the galaxy script. ================================================================================================== Generated Map Script Name: Just Another StarCraft II Map Author: Unknown Author ================================================================================================== include "TriggerLibs/NativeLib"
--------------------Library Initialization-------------------- void InitLibs () { libNtve_InitLib(); }--------------------Trigger Variables-------------------- trigger gt_GameInitializationLoadBanks; trigger gt_TestAchievement001; trigger gt_TestAchievement001Activate;--------------------Trigger: Game Initialization - Load Banks-------------------- bool gt_GameInitializationLoadBanks_Func (bool testConds, bool runActions) {Actions if (!runActions) { return true; }Transmission - Preload Banks Transmission - Open Banks BankLoad("Achievements", 1); BankLoad("Achievements", 2); BankLoad("Achievements", 3); BankLoad("Achievements", 4); BankLoad("Achievements", 5); BankLoad("Achievements", 6); BankLoad("Achievements", 7); BankLoad("Achievements", 8); return true; }
-------------------- void gt_GameInitializationLoadBanks_Init () { gt_GameInitializationLoadBanks = TriggerCreate("gt_GameInitializationLoadBanks_Func"); TriggerAddEventMapInit(gt_GameInitializationLoadBanks); }--------------------Trigger: Test Achievement 001-------------------- bool gt_TestAchievement001_Func (bool testConds, bool runActions) {Actions if (!runActions) { return true; }BankValueSetFromInt(Achievements, "Test", "Test", 1); return true; }
-------------------- void gt_TestAchievement001_Init () { gt_TestAchievement001 = TriggerCreate("gt_TestAchievement001_Func"); TriggerAddEventChatMessage(gt_TestAchievement001, EventPlayer(), "-testachieve", true); }--------------------Trigger: Test Achievement 001 - Activate-------------------- bool gt_TestAchievement001Activate_Func (bool testConds, bool runActions) {Conditions if (testConds) { if (!((BankKeyExists(Achievements, Test, 1) == true))) { return false; } }Actions if (!runActions) { return true; }
libNtve_gf_ActorRegionSendSimple(libNtve_gf_MainActorofUnit(UnitFromId(2)), "ModelSwap Nexus 0"); return true; }
-------------------- void gt_TestAchievement001Activate_Init () { gt_TestAchievement001Activate = TriggerCreate("gt_TestAchievement001Activate_Func"); TriggerAddEventMapInit(gt_TestAchievement001Activate); }--------------------Trigger Initialization-------------------- void InitTriggers () { gt_GameInitializationLoadBanks_Init(); gt_TestAchievement001_Init(); gt_TestAchievement001Activate_Init(); }--------------------Map Initialization-------------------- void InitMap () { InitLibs(); InitTriggers(); }Also, if you haven't seen, the idea is I want an achievement to save when I type in -testachieve or something to similar effect, and it changes the model of the CC on the map to a Nexus. Thanks in advance to whoever is awesome enough to help a newb ;_;
I really wish some one could answer this :p
The first post is a fail because:
- doesn't state errors (only lines...)
- code is only 29 lines long, but errors are in lines 60+
- where do the errors appear? saving/compiling in editor? ingame?
- the bank "achievements" isn't saved in a variable anywhere
I would guess that the other model isn't usable with the model swap, but who knows what the problem is because the topic is about banks and he doesn't even seem to save banks or do something with them.
The second post is fail, too because you just beg for "answer this" instead of describing the problem that you have.
Write what you have, write what you get, write what you tried and try to add as much detail as you can to the first 2 parts. I'm sure a lot of guys can help you then.
Also, banks in a nutshell:
1. preload with typed out name (no variable)
2. open for player and save in variables (e.g. array), set signature, if you want
3. read stuff from bank, save stuff to the bank (section -> key)
4. save bank, if you want to save all changes to the file
@Ahli634: Go
Also, banks in a nutshell: 1. preload with typed out name (no variable) 2. open for player and save in variables (e.g. array), set signature, if you want 3. read stuff from bank, save stuff to the bank (section -> key) 4. save bank, if you want to save all changes to the file
none of this makes sense to me. could you give more detail, maybe even walk me through a simple test run so i can get the feel for it?
Here.
Every important function is used within the init trigger. It preloads a bank, opens it, sets the signature option, checks if it is verified, clears all entries if it isn't verified, loads a value, saves a value into the bank and finally saves the bank.
In addition I copy pasted a function from me that transfers all entries from 1 bank into another bank (except for stored units as we can't hold them in a variable; would require loading and saving of the unit somewhere on the map).
I've added some comments, so I hope you understand it and can learn from it.