So as some may know, I am in the process of this weeks TME and I have hit a rather nasty roadblock.
I need to use insanely high variables to keep track of all the quests that are active and inactive, so as you can imagine I hit the memory soft and hard caps many times.
Until now, there was no need to worry because I had no need to add more variables, I'd just reuse different ones in unique ways.
But I have just implemented a throttle which would allow for a quest to have multiple requirements, and hit the soft cap again. Due to this, I had to shave off significant portions of other variables to make room, once I finally did, I came to the problem I am asking for help for.
I can call the text tags based on picked integer when setting, creating, and calling through my style definitions, but for the base setting of the text tags I need to remove the "!" over the head of a quest giver so that I can add a "?" to indicate they are ready to give work/you need to get to them.
Problem is, the only way to call the aforementioned "!" would be with an unique identifier, which I just CANNOT make room for in the memory.
I have the text tag attached to a unit, so if I could call text tags attached to units this would be a non-issue, but I can't...I can only call the text tags if
They are in a data table and I store their string value (80000 total string values would be required, 5000 quests X 16 players) to recall each time the quest is created/text tag needs to be removed.
It was the last created text tag, which it is not and cannot be to keep the "!" visible BEFORE a quest is created.
Or the text tag is visible/invisible, see last bullet.
So, is there a custom code which could call the text tag/s attached to a unit? If so I could just cut out the middle man variable and call them via their attached status, which would be tre-awesome.
Otherwise, is there ANY way to call a unique text tag without storing it in a variable first/storing it separately?
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
Looks perfect, going to try integrating it into the system now but it looks like exactly what I need!
Thanks in advance. :)
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
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So as some may know, I am in the process of this weeks TME and I have hit a rather nasty roadblock.
I need to use insanely high variables to keep track of all the quests that are active and inactive, so as you can imagine I hit the memory soft and hard caps many times.
Until now, there was no need to worry because I had no need to add more variables, I'd just reuse different ones in unique ways.
But I have just implemented a throttle which would allow for a quest to have multiple requirements, and hit the soft cap again. Due to this, I had to shave off significant portions of other variables to make room, once I finally did, I came to the problem I am asking for help for.
I can call the text tags based on picked integer when setting, creating, and calling through my style definitions, but for the base setting of the text tags I need to remove the "!" over the head of a quest giver so that I can add a "?" to indicate they are ready to give work/you need to get to them.
Problem is, the only way to call the aforementioned "!" would be with an unique identifier, which I just CANNOT make room for in the memory.
I have the text tag attached to a unit, so if I could call text tags attached to units this would be a non-issue, but I can't...I can only call the text tags if
So, is there a custom code which could call the text tag/s attached to a unit? If so I could just cut out the middle man variable and call them via their attached status, which would be tre-awesome.
Otherwise, is there ANY way to call a unique text tag without storing it in a variable first/storing it separately?
Look at my attached map. It might help you.
@Ahli634: Go
Looks perfect, going to try integrating it into the system now but it looks like exactly what I need!
Thanks in advance. :)