• 0

    posted a message on List of SC1/BW assets in the mpqs

    some of those i've seen
    others are dodgy placeholders
    but some im interested in like the dark archon model and control tower and stuff like that.

    Posted in: Miscellaneous Development
  • 0

    posted a message on massive bank issues

    so i moved it from the trigger library and just into the map

    ...

    ......

    ...

    it works
    so much rage.
    this makes it 100x harder to update my maps. sigh.

    Posted in: Triggers
  • 0

    posted a message on massive bank issues

    im completely confused

            Bank - Preload and synchronize bank "Ladder" for player 1
            Bank - Open bank LadderRecord.BankName for player 1
            Debug - Display (Text((Load "PlayerPoints1" of section "Ladder" from bank (Last opened bank) as integer value))) as debug output using Type 1, and Do display it in the game window
            Debug - Display (Text((Load ("PlayerPoints" + (String(1))) of section "Ladder" from bank (Last opened bank) as integer value))) as debug output using Type 1, and Do display it in the game window

    both debug messages return the integer 0
    this is from the bank file.

    <?xml version="1.0" encoding="utf-8"?>
    <Bank version="1">
        <Section name="Ladder">
            <Key name="PlayerPoints1">
                <Value int="1000"/>

    Posted in: Triggers
  • 0

    posted a message on massive bank issues

    so whats it mean when it loads bank values fine in offline test map
    but when i publish and try to load bank values online it loads nothing (it loads "0" for everything)

    should probably mention all my triggers are run from a library housed in a mod file

    Posted in: Triggers
  • 0

    posted a message on massive bank issues

    LadderInit
        Events
            Timer - Elapsed time is 5.0 Game Time seconds
        Local Variables
        Conditions
        Actions
            lSet Game Mode()
            Bank - Preload and synchronize bank "Ladder" for player 1
            Bank - Preload and synchronize bank "Ladder" for player 2
            UI - Display ((Text(LadderRecord.Gamemode Name)) + " Rating") for (All players) to Subtitle area
            lInit(1)
            lInit(2)
            sStatsInit()
            Trigger - Turn Check Player Status On
            Trigger - Turn osUpdateStats On

    lInit
        Options: Action, Create Thread
        Return Type: (None)
        Parameters
            Player = 0 <Integer>
        Grammar Text: lInit(Player)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            lSetVariables()
            lLoadBank(Player)
            osLoadBankValues(Player)
            lDisplayLadderRating(Player)
            lSetInitialLose()

    Posted in: Triggers
  • 0

    posted a message on massive bank issues

    lLoadBank
        Options: Action
        Return Type: (None)
        Parameters
            Player = 0 <Integer>
        Grammar Text: lLoadBank(Player)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            Bank - Open bank LadderRecord.BankName for player Player
            Variable - Set LadderRecord.PlayerBanks[Player] = (Last opened bank)
            lLoadLadderStats(Player)
            lLoadMatchupStats(Player)

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    lLoadLadderStats
        Options: Action
        Return Type: (None)
        Parameters
            Player = 0 <Integer>
        Grammar Text: lLoadLadderStats(Player)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            Decrypt = "" <String>
            n = 3 <Integer>
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (lCheck Game Mode()) == 1
                Then
                    Variable - Set Decrypt = (Load key "HCStats" of section "Ladder" from bank LadderRecord.PlayerBanks[Player] as a String)
                Else
                    Variable - Set Decrypt = (Load key "Stats" of section "Ladder" from bank LadderRecord.PlayerBanks[Player] as a String)
            Variable - Set Decrypt = (<Starcode> Decrypt String(Decrypt, LadderRecord.EncryptKey
            Variable - Set Decrypt = (<Starcode> Decompress String(Decrypt))
            <Starcode> Set Code(Decrypt)
            General - Repeat (Actions) 3 times
                Actions
                    Variable - Set LadderRecord.PlayerPoints[Player][n] = (<Starcode> Get Integer Value(20000))
                    Variable - Set LadderRecord.PlayerWins[Player][n] = (<Starcode> Get Integer Value(20000))
                    Variable - Set LadderRecord.PlayerLosses[Player][n] = (<Starcode> Get Integer Value(20000))
                    Variable - Modify n: - 1
            lCheckPlayerPointsNotBelowThreshold(Player)

    --------------------------------------------------------------------------------------------------------------------------------------------

    lLoadMatchupStats
        Options: Action
        Return Type: (None)
        Parameters
            Player = 0 <Integer>
        Grammar Text: lLoadMatchupStats(Player)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            Decrypt = "" <String>
            n = 3 <Integer>
            i = 3 <Integer>
            p = 2 <Integer>
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (lCheck Game Mode()) == 1
                Then
                    Variable - Set Decrypt = (Load key "HCMatchupStats" of section "Ladder" from bank LadderRecord.PlayerBanks[Player] as a String)
                Else
                    Variable - Set Decrypt = (Load key "MatchupStats" of section "Ladder" from bank LadderRecord.PlayerBanks[Player] as a String)
            Variable - Set Decrypt = (<Starcode> Decrypt String(Decrypt, LadderRecord.EncryptKey
            Variable - Set Decrypt = (<Starcode> Decompress String(Decrypt))
            <Starcode> Set Code(Decrypt)
            General - Repeat (Actions) 3 times
                Actions
                    General - Repeat (Actions) 3 times
                        Actions
                            General - Repeat (Actions) 2 times
                                Actions
                                    Variable - Set LadderRecord.PlayerMatchupStats[Player][n][i][p] = (<Starcode> Get Integer Value(20000))
                                    Variable - Modify p: - 1
                            Variable - Modify i: - 1
                            Variable - Set p = 2
                    Variable - Set i = 3
                    Variable - Set p = 2
                    Variable - Modify n: - 1

    Posted in: Triggers
  • 0

    posted a message on massive bank issues

    so for SC2BW i redesigned the rating system i implemented, which uses banks.
    it used to work fine.
    but now im having an issue where 75% of the time it does not load values from the bank at all
    cannot work out why. i have tried delays. i've read all other threads on this subject including onetwo's

    as i write this however im currently testing disabling the "preload bank" action and remembered reading something about it causing an issue like this?
    *EDIT*
    preload bank is not causing it, my second idea is i am compressing the string, maybe that?

    anyone have anymore information or experience with this problem?

    Posted in: Triggers
  • 0

    posted a message on Too many units in unit group

    @AluCardvanHellsing:

    try pick each unit in unit group instead

    Posted in: Triggers
  • 0

    posted a message on [Video] It's almost here...

    i know visually it might be unimpressive, it was the last thing we worked on and first beta release was pretty much 75% placeholder models/effects
    but we did spend almost a year working on pretty much just the data.
    progammer did an amazing job with the triggers also

    to just say it looks like someone wiped it up in an afternoon =\

    but anyway, yes i am oversensitive, our priorities atm i imagine are bugs/balance/visuals
    hopefully we can change your mind with time.

    Posted in: General Chat
  • 0

    posted a message on [Video] It's almost here...

    Quote from Qiw:
    And i got the feeling the TD was done in an afternoon of just scrapping together some stuff to release a TD. This is prolly just me glorifying the old TD but yeah, maybe once the TD gets out of beta i'll like it again, we will see :). I wish you luck on development etc!
    ----

    this upsets me alot.

    Posted in: General Chat
  • 0

    posted a message on Element Tower Defense

    ?
    you can just add cliff types in the data editor

    Posted in: Map Feedback
  • 0

    posted a message on Trigger Library in Mod is not launched

    Quote from Klishu:
    Go to the Mod's file. Open up the Trigger Editor and right-click on your library. Mouse over the library option and open up the "Library Name" dialog. It consists of a hexadecimal id or some other name you choose. Take note of it and remember it.

    Now, while still in your mod, open up the Data Editor. Select SC2 Gameplay from the dropdown. Find the field "Trigger Libraries" and add your library name to that field.

    Your dependent maps should now execute the triggers in your library.
    ----

    this is your solution
    works for me
    although i did not use the hexadecimal i gave my library a 4 letter name

    Posted in: Triggers
  • 0

    posted a message on No mode support for newest fps-s.

    it's all about control over your product these days
    mod support means people can make their own maps, making map packs pointless
    thats the biggest one. in relation to COD/BF anyway.

    but yea. i think power to the community is the best thing possible
    most of the things that have made games great have come out of the community in terms of mods or 3rd party software (not hacks, useful tools)

    it's disgusting to see developers not supporting modding anymore.
    even blizzard, sure it's there. but i feel like their support is lacking and they obviously have different priorities.

    Posted in: Off-Topic
  • 0

    posted a message on need help implementing A* Pathing algorithm

    @ST4RKiLL3R:

    thats how i had it for testing
    but.
    that would be 1 thread for every unit
    i worry about hitting the thread limit

    it's also going to be tricky dealing with unit collision... changing paths... attack move units that acquire targets.

    Posted in: Triggers
  • 0

    posted a message on need help implementing A* Pathing algorithm

    ok.
    perfect
    got it down significantly

    the screenshot i last posted would hit the trigger execution time limit
    so thats about 400 nodes
    now it takes 41ms to run which is perfect.

    now i just have to develop the best way to make units use this.
    off the top of my head im thinking of adding units to a variable and have a running thread which picks units from this variable one at a time.

    ideas?

    Posted in: Triggers
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