How well do they work? I'm just wondering how secure the signature function actually is, right now in my map I'm using encryption and I'm wondering if all the extra work I'm doing is pointless since I can just use the signature function.
When it was first added in on patch 1.1 I remember it had some problems but it's been a while since then. Has it changed?
Added Handle of Player trigger to query a player's Battle.net handle
I'm just assuming that it is the number at the end of a player's name, so in this test I should be expecting to get a result of "Fuglypump.835" but I don't
Here's the trigger:
Game-PlayerAnyPlayertypesachatmessagecontaining"-test",matchingExactlyLocalVariablesConditionsActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Handleofplayer(Triggeringplayer))==""ThenUI-Display"Handle of player does not exist."for(Playergroup((Triggeringplayer)))toSubtitleareaElseUI-Display(Combine("Your identity is ",(Nameofplayer(Triggeringplayer)),".",(Text((Handleofplayer(Triggeringplayer))))))for(Playergroup((Triggeringplayer)))toSubtitlearea
result:
note: I am signed in online, I can talk to friends and everything, so my identifier should exist, and should be 835.
anyways, am I doing something wrong here? I mean, it isn't complicated at all...
anyone know how to change individual variations of a unit? for example how DT have 2 models, what if one of them could be set to scale to 5x the size and the other one wouldn't, basically that's the same thing I'm wanting to do.
basically the "asteroid sky" has 6 different variations, each of which are different sizes, shapes, and hights.
basically what I'm planning on doing:
making them about the same size (but with a little randomly generated size differences)
making them all about the same hight (but with a little randomly generated differences as well)
after that is done, I'm wanting to attach models to it, in this case minerals and vespene gas, but the challenge here is that the asteroids are rotating constantly, I want to attach them without killing performance.
Basically I'm all about triggers, but I'm not fluent in data editing, I'd like some help :)
I'm trying to do custom scripts that are name specific, let's say I want to just make the game say hello to me, but only me if I play, so anyone else would not be said hello to, or anything else I want it to do, I'm trying to use custom scripts for conditions, but I'm not even sure if I can actually do that. The way I'm trying is a string variable, and the variable is "PlayerName(1)" and the fuglypump is just a value.
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How well do they work? I'm just wondering how secure the signature function actually is, right now in my map I'm using encryption and I'm wondering if all the extra work I'm doing is pointless since I can just use the signature function.
When it was first added in on patch 1.1 I remember it had some problems but it's been a while since then. Has it changed?
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how did you get this result? everything I do just makes it show up blank, it's like it just skips the lines that try to use the handle.
edit: nevermind i got it, i had to publish the map to get it to work.
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Added Handle of Player trigger to query a player's Battle.net handle
I'm just assuming that it is the number at the end of a player's name, so in this test I should be expecting to get a result of "Fuglypump.835" but I don't
Here's the trigger:
result: note: I am signed in online, I can talk to friends and everything, so my identifier should exist, and should be 835.
anyways, am I doing something wrong here? I mean, it isn't complicated at all...
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I'd like to get player names and convert them into a string so trigger logic can use them.
It must extract the playername.charcode, ex. Fuglypump.835
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fail
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so does it save automatically or do i have to save it myself? I have a cool dialog but I'm afraid of leaving.
and also, can I join in and load my dialogs later on if needed?
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if sc was an mmo, i'd want an rts.
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man...
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anyone know how to change individual variations of a unit? for example how DT have 2 models, what if one of them could be set to scale to 5x the size and the other one wouldn't, basically that's the same thing I'm wanting to do.
0
basically the "asteroid sky" has 6 different variations, each of which are different sizes, shapes, and hights.
basically what I'm planning on doing:
making them about the same size (but with a little randomly generated size differences)
making them all about the same hight (but with a little randomly generated differences as well)
after that is done, I'm wanting to attach models to it, in this case minerals and vespene gas, but the challenge here is that the asteroids are rotating constantly, I want to attach them without killing performance.
Basically I'm all about triggers, but I'm not fluent in data editing, I'd like some help :)
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@Mille25: Go
alright thanks
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What will happen if i put 3 events on a trigger
Unit dies inside of region
Unit enters region
Unit leaves region
Will all 3 of them be required to occur in order for the trigger to intitiate? or will only one of the events be required to intitiate.
I could simply make a trigger for each event, but i'm trying to avoid clutter
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telephone but with scmapster...? o.O
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Please publish in North America, this looks great!
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I'm trying to do custom scripts that are name specific, let's say I want to just make the game say hello to me, but only me if I play, so anyone else would not be said hello to, or anything else I want it to do, I'm trying to use custom scripts for conditions, but I'm not even sure if I can actually do that. The way I'm trying is a string variable, and the variable is "PlayerName(1)" and the fuglypump is just a value.
Events
Game Initialization
Or -> Conditions
PlayerName(1) == "Fuglypump"
PlayerName(2) == "Fuglypump"
PlayerName(3) == "Fuglypump"
PlayerName(4) == "Fuglypump"
PlayerName(5) == "Fuglypump"
Actions
End game for player (lol not really)