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.
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
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()
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
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?
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.
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!
----
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
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.
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.
0
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.
0
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.
0
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"/>
0
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
0
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()
0
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
0
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?
0
@AluCardvanHellsing:
try pick each unit in unit group instead
0
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.
0
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.
0
?
you can just add cliff types in the data editor
0
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
0
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.
0
@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.
0
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?