Sad news: i wont continue developing this map until blizzard changes the bank file limitation. At the moment its just impossible, even with 64 bit systems or whatever, to create an rpg that saves heros, inventory, quests, talents, spells and so on. and without all that it just sucks. ive thought about it and decided that i will go this way. ive tested all this bank sh*t all over again, always with the same result. Addicionally there are currently a lot of other issues of the editor that are just annoying and stop me developing. I dont say this is dead, but im just pissed. Sry guys.
i have had not problems banking any of this information. It is kinda a pain to convert stuff from their origin type to string and then back to origin type but very possible. what is your understanding of XML? do you know it? it helps to have a good understanding of XML and XML tagging when creating the bank file for your game. i even have a encryption algorithm for my bank files and it restore all this information fine.
ok another test at 5:30 it is open to anyone, this should be the last test i need for the party system, after this it should be working 100% (hopefully) as always anyone on the US server want to join me for the testing you are welcome to come!
Another test is at 4:30 pm EST today (6/5/2010) (in aprox 1/2 hour from the time of this post) it would be nice to get a couple more people on for the test to make multiple parties.
sry but thats just wrong.
you only need one dialog and can change it like you want for every player.
personally i never needed a dialog array. and i got some custom ui working ~
when you test your UI with more than 1 player and it fails horribly you can post your apology here because what you are talking about flat out does not work. Video or it did not happen.
why everybody thinks you have to create a dialog 16 times to make it usable in multiplayer?
you NEVER need a dialog or dialog button array because of mp.
I disagree everyone on my map has to have their own dialog boxes because they are different, and constantly displaying different buttons and information, the party system is a perfect example if you have 6 different parties in a game you cant just create 1 dialog and show/hide it because a) the information about the parties would never be accurate and b) you would see information based on whoever last updated the dialog. also when constantly creating and destroying dialogs to keep them updated with information you do need to array them because if player 1 creates his dialog and assignes your non-arrayed variable to his button it works fine but if player 2 opens his dialog that button variable now gets assigned to his button on his dialog and player 1's button is now useless.
Based on your comment i would assume you have never made your own advanced custom UI that is playable by more than 1 person or you have a single dialog box that is static that never gets changed and you are just showing and hiding it for a single person.
It is VERY difficult to make a custom UI that is constantly changed based on player information and the game state, not to mention time consuming.
make a global variable that keeps count of now many dialogs you have open and loop through them to close them all. here is an example of how i open and close my main menu
GameMenu-Show/HideMainMenuEventsDialog-AnyDialogItemisClickedbyPlayerAnyPlayerLocalVariablesi=0<Integer>x=0<Integer>ConditionsOrConditionsGameMenu-MainMenuButton[(Triggeringplayer)] == (Used dialog item)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Game Menu - Visible[(Triggeringplayer)] == true
Then
Variable - Set Game Menu - Visible[(Triggeringplayer)] = false
Variable - Set Game Menu - Crystarium Open[(Triggeringplayer)] = false
General - Repeat (Actions) Game Menu - Number of dialogs times
Actions
Dialog - Destroy Game Menu - Dialog[(Triggeringplayer)][i]
Variable - Modify i: + 1
General - Repeat (Actions) 36 times
Actions
Dialog - Hide Crystarium - Dialog[(Triggeringplayer)][x] for (Player group((Triggering player)))
Variable - Modify x: + 1
Else
Variable - Set Game Menu - Visible[(Triggeringplayer)] = true
Game Menu - Generate Main Menu((Triggering player), 1500, 1100, 30, 50, Top Left, 100, Hide, No File)
Dialog - Show Game Menu - Dialog[(Triggeringplayer)][i] for (Player group((Triggering player)))
Is it a bad thing to have 8 different triggers running every 1 second of gametime?
bad! never ever use timers! there is almost always a event for what you have a timer for, unless you are doing something small like counting game time. if you have 12 players in a game each exciting 8 triggers every 1 second you are going to hit you memory cap of 2.5mb quick. also if the trigger errors for any reason battle net turned it off if its a re-occurring trigger and your trigger will be useless.
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i have had not problems banking any of this information. It is kinda a pain to convert stuff from their origin type to string and then back to origin type but very possible. what is your understanding of XML? do you know it? it helps to have a good understanding of XML and XML tagging when creating the bank file for your game. i even have a encryption algorithm for my bank files and it restore all this information fine.
If you need any help with banking let me know!
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Expensive but as a concept it is awesome. Blade-less fan.
3d TV no glasses required!
New worlds most advanced mass-produced consumer cell phone. it even has a built in wireless router, FM tuner, and HDMI out!
LOL quote from a comment.
"911: what is your emergency?
EVO: hi i just murderd the iphone"
"Open Source apps: Something about free seems to speak to people."
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@Atl0s: Go
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@Pandaros_Brewmaster: Go
ok another test at 5:30 it is open to anyone, this should be the last test i need for the party system, after this it should be working 100% (hopefully) as always anyone on the US server want to join me for the testing you are welcome to come!
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@gizmachu: Go
in 1/2 hour
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@DarkForce9999: Go
Another test is at 4:30 pm EST today (6/5/2010) (in aprox 1/2 hour from the time of this post) it would be nice to get a couple more people on for the test to make multiple parties.
my battle net e-mail is [email protected]
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@NiNtoxicated01: Go
i love you.
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when you test your UI with more than 1 player and it fails horribly you can post your apology here because what you are talking about flat out does not work. Video or it did not happen.
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@JackRCDF: Go
lol it is coming in time =)
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I disagree everyone on my map has to have their own dialog boxes because they are different, and constantly displaying different buttons and information, the party system is a perfect example if you have 6 different parties in a game you cant just create 1 dialog and show/hide it because a) the information about the parties would never be accurate and b) you would see information based on whoever last updated the dialog. also when constantly creating and destroying dialogs to keep them updated with information you do need to array them because if player 1 creates his dialog and assignes your non-arrayed variable to his button it works fine but if player 2 opens his dialog that button variable now gets assigned to his button on his dialog and player 1's button is now useless.
Based on your comment i would assume you have never made your own advanced custom UI that is playable by more than 1 person or you have a single dialog box that is static that never gets changed and you are just showing and hiding it for a single person.
It is VERY difficult to make a custom UI that is constantly changed based on player information and the game state, not to mention time consuming.
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@Atl0s: Go
no problem anytime =) if you need help with anything else let me know.
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i am not distributing the map, the functions are my own custom ones that generate the different menus.
any everything is stored in variables.
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make a global variable that keeps count of now many dialogs you have open and loop through them to close them all. here is an example of how i open and close my main menu
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@Atl0s: Go
Set the dialog box frame to: ui_battlenet_settings_windowframe_main.dds
Text fonts can be fond here:
http://static.sc2mapster.com/content/attachments/3/164/3ICE_s_SC2_Styles.jpg
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bad! never ever use timers! there is almost always a event for what you have a timer for, unless you are doing something small like counting game time. if you have 12 players in a game each exciting 8 triggers every 1 second you are going to hit you memory cap of 2.5mb quick. also if the trigger errors for any reason battle net turned it off if its a re-occurring trigger and your trigger will be useless.