All triggers run through battle.net, they are never run locally. I believe that data related things are handled locally though (but obviously sent to the other players through battle.net as well), so using actors to rotate a unit wouldn't rely on the battle.net server or cause any lag.
All triggers are executed locally, on each client synchronously.
There is no GetLocalPlayer though. They probably left it out because it was too easy to screw something up.
edit: Oh. It just came back to 1000! :) I guess there might be a bug on the number of posts.... It's changing... (the millennium bug? O.o)
Nah, we mods are just randomly deleting and re-creating your posts somewhere to screw you up.
We do that every time someone makes a thread about post counts :)
Not really, Unfortunatley... I think i'm never going to ride a bike again... But i'll definetly take a more Safer approach to life.
Its amazing how thinks like this happen, i never expected it to happen at all, but then BOOM it happens, when everything goes wrong...
Wake up late
End up being late for work
Car Pops out, and i hit it
Bike destroyed...
I guess things like these are why my old driving teacher always told us to not care about being late for work when you'd have to drive uncomfortably fast to get there in time.
But you know what they say? If you fall down you have to get up again. Go learn from it, ride your bike and be a attentive cyclist :)
Something similar happened to me last winter.
I was on my bike driving down a iced street. Shortly before a car passed me from the front I slipped, fell down and slided right infront of the car.
It stopped literally half a meter away from my face. I could see the tire pattern. If the driver had been a bit faster (and I know this street.. almost everyone goes over the speed limit) he'd have rolled right over my head :x
Aye, but using strings is just as good as int arrays. It's slower but it wouldn't change the end result, would it? And strings were convenient because the thing was made with banks in mind. You'd immediately have a usable string output. I thought that was pretty neat :P
I would've made things differently if I had all the neat things of vJass at my disposal.
I made this a year ago when I was still young and wild ~ and I don't think I'll rewrite it completely, as the need for it is much smaller by now.
Still, I appreciate the criticism and the links. I haven't looked at the Wc3 scene for a long time now and I love it that there's still so much stuff being made after so many years.
When this trigger starts running it neeeds 100 seconds to finish. But because the trigger starts again every 0.01 seconds you quickly get a lot of instances of this trigger. That instance closes after the 100 seconds, but until the first instance closes the game would create 100/0.01 = 10,000 instances.
And Starcraft can only handle 1024 :)
So if you have more than 1024 instances of triggers ( = all instances of all triggers together) you'll get errors.
My guess is on voxel. The polygon-approach would probably be too costly.
Here's another vid of a different engine. The vid should be watched with a healty dose of scepticism. But if it's true it would lead into a new age of graphics technology.
They're not the only ones working on something like this though:
It's a micro-difference that I can't measure in fps.
That's it.
Speed only matters after the game starts losing fps. So unless you call A TON of Sqrts this is a viable alternative.
And if you call a ton of that then a table with all values predefined is probably a better idea anyway.
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All triggers are executed locally, on each client synchronously.
There is no GetLocalPlayer though. They probably left it out because it was too easy to screw something up.
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Nah, we mods are just randomly deleting and re-creating your posts somewhere to screw you up.
We do that every time someone makes a thread about post counts :)
j/k
gz
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I plan to be there, first day it's publicly open.
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Stringsub("thisString", 3, 3)
This would return "i".
It returns everything from the 3rd to the 3rd character of the string. So only the 3rd.
It might return "s" if StringSub indices are 0-based, but I think they aren't.
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IIt's like that because .zip files might contain anything (viruses) while .sc2map files are save in that respect.
You can provide an alternate zip download on sites like Link Removed: http://www.mediafire.com/ and put the link into your project description.
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Competition they can legally shut down? ;)
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I guess things like these are why my old driving teacher always told us to not care about being late for work when you'd have to drive uncomfortably fast to get there in time.
But you know what they say? If you fall down you have to get up again. Go learn from it, ride your bike and be a attentive cyclist :)
Something similar happened to me last winter.
I was on my bike driving down a iced street. Shortly before a car passed me from the front I slipped, fell down and slided right infront of the car.
It stopped literally half a meter away from my face. I could see the tire pattern. If the driver had been a bit faster (and I know this street.. almost everyone goes over the speed limit) he'd have rolled right over my head :x
Ooooh the adrenalin.
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I can't cook very well. The best I manage to is something like this
http://i0.simplest-image-hosting.net/168bf183b2abe8bc9188aacc163dd507/unbenannt202.jpg
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@nestharus: Go
Aye, but using strings is just as good as int arrays. It's slower but it wouldn't change the end result, would it? And strings were convenient because the thing was made with banks in mind. You'd immediately have a usable string output. I thought that was pretty neat :P
I would've made things differently if I had all the neat things of vJass at my disposal.
I made this a year ago when I was still young and wild ~ and I don't think I'll rewrite it completely, as the need for it is much smaller by now.
Still, I appreciate the criticism and the links. I haven't looked at the Wc3 scene for a long time now and I love it that there's still so much stuff being made after so many years.
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Awesome!
Of course the video was "not available in my country".
Germany doesn't like Hitler immitations :/
Good thing there are proxies.
PS: Yes, I've seen it ~ But I had to circumvent the country block :P
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"too many threads" means your map had too many triggers running at once.
If you have a trigger like this, for example:
When this trigger starts running it neeeds 100 seconds to finish. But because the trigger starts again every 0.01 seconds you quickly get a lot of instances of this trigger. That instance closes after the 100 seconds, but until the first instance closes the game would create 100/0.01 = 10,000 instances.
And Starcraft can only handle 1024 :)
So if you have more than 1024 instances of triggers ( = all instances of all triggers together) you'll get errors.
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They don't allow hacked Sc2/programs that go against EULA.
It's their good right.
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@Varine: Go
My guess is on voxel. The polygon-approach would probably be too costly.
Here's another vid of a different engine. The vid should be watched with a healty dose of scepticism. But if it's true it would lead into a new age of graphics technology.
They're not the only ones working on something like this though:
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Because adding this new functionality would be a small thing actually.
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That's it.
Speed only matters after the game starts losing fps. So unless you call A TON of Sqrts this is a viable alternative.
And if you call a ton of that then a table with all values predefined is probably a better idea anyway.