This is a big one from the latest blizzard Q&A. I can understand the localization issues, but it seems to hinder other aspects of the editor as well. Hopefully they add enough other functions (like get player name string) to compensate.
Quote from Question:
Q. (Tordecybombo) - Any chance of allowing us to convert texts to strings? If not, any chance of allowing us to get some sort of player information? Such as the player's name or the player's character code as a string?
Quote from Blizzard:
A. It's intentional that there is no text to string function or text comparison, in order to localize the game without requiring that every user have every language installed. Player Name returns a text value since computer controlled player names can be localized.
We'll look into adding functionality to get a player's name as a string in a future patch.
Yeah, I have had other limitations due to text/string conversions related to getting data (say getting/setting tooltips on buttons via triggers). I think you can read the tooltip, but only as a TEXT, but to write the tooltip you need to use the catalog which only accept strings, ergo the problem.
There have been a few occasions where I have had to do things differently, or the long way round because of text/string conversion - though admittedtly these were probably to get around other issues in the editor. So if they fix those it wouldn't be an issue I guess.
I've seen players' names used in various parts of maps, such as in the featured Zerg RPG with player dialogue. How is this accomplished and/or what does it entail if we can't get player names?
I've seen players' names used in various parts of maps, such as in the featured Zerg RPG with player dialogue. How is this accomplished and/or what does it entail if we can't get player names?
Dialog items use the TEXT data type, so you can already put player names in dialogs and things like that. What you can't do is use them anywhere that requires strings, not sure on the specific but this might mean you can't store them in bank data for example.
Dialog items use the TEXT data type, so you can already put player names in dialogs and things like that. What you can't do is use them anywhere that requires strings, not sure on the specific but this might mean you can't store them in bank data for example.
I can only think of two situations where you'd need the player name as a string...
1. To use it as a key to store it in a bank. Note that you CAN store text as a value in a bank, just not as a key. So it's kind of an edge case - might be useful if you wanted to store a player's record versus another player, for example.
2. To interact with the 'Entered Chat String' function, for example if you wanted to perform some action if a player types another player's name in chat.
There could be other use cases but those are the only two that come to mind. It goes without saying that if they added a text to string function there would be literally no reason to have two separate data types, so it's obviously by design that such a function does not exist.
I can only think of two situations where you'd need the player name as a
string...
1. To use it as a key to store it in a bank. Note that you CAN store
text as a value in a bank, just not as a key. So it's kind of an edge
case - might be useful if you wanted to store a player's record versus
another player, for example.
2. To interact with the 'Entered Chat String' function, for example if
you wanted to perform some action if a player types another player's
name in chat.
There could be other use cases but those are the only two that come to
mind. It goes without saying that if they added a text to string
function there would be literally no reason to have two separate data
types, so it's obviously by design that such a function does not exist.
Say you're making a bank. You encrypt data in the bank. Problem occurs, if you're using player names (for a global leaderboard) you CANNOT encrypt the names. So your bank shows all this encrypted data, but then the names of players are pointed right out. Player's can then change the name to their name and boom they look like a highscorer.
This is a big one from the latest blizzard Q&A. I can understand the localization issues, but it seems to hinder other aspects of the editor as well. Hopefully they add enough other functions (like get player name string) to compensate.
we dont really need text to string as long as we have character name to string =D
gratned it would be nice.. but at least they know what we need.
Yeah, I have had other limitations due to text/string conversions related to getting data (say getting/setting tooltips on buttons via triggers). I think you can read the tooltip, but only as a TEXT, but to write the tooltip you need to use the catalog which only accept strings, ergo the problem.
There have been a few occasions where I have had to do things differently, or the long way round because of text/string conversion - though admittedtly these were probably to get around other issues in the editor. So if they fix those it wouldn't be an issue I guess.
I've seen players' names used in various parts of maps, such as in the featured Zerg RPG with player dialogue. How is this accomplished and/or what does it entail if we can't get player names?
Dialog items use the TEXT data type, so you can already put player names in dialogs and things like that. What you can't do is use them anywhere that requires strings, not sure on the specific but this might mean you can't store them in bank data for example.
I see, thanks much.
I can only think of two situations where you'd need the player name as a string...
1. To use it as a key to store it in a bank. Note that you CAN store text as a value in a bank, just not as a key. So it's kind of an edge case - might be useful if you wanted to store a player's record versus another player, for example.
2. To interact with the 'Entered Chat String' function, for example if you wanted to perform some action if a player types another player's name in chat.
There could be other use cases but those are the only two that come to mind. It goes without saying that if they added a text to string function there would be literally no reason to have two separate data types, so it's obviously by design that such a function does not exist.
Say you're making a bank. You encrypt data in the bank. Problem occurs, if you're using player names (for a global leaderboard) you CANNOT encrypt the names. So your bank shows all this encrypted data, but then the names of players are pointed right out. Player's can then change the name to their name and boom they look like a highscorer.
Don't necro you fucken ass.
@DogmaiSEA: Go
Lol dogmai, -5 charisma for you!
18 month necro -_- what would you do?
@DogmaiSEA: Go
Oh I don't know, something other than that? Isn't that big of deal to reply to old posts.