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    posted a message on Question on identifying players

    I just want to know a good way to return a number for a player. In WC3, if I wanted to edit an array value called, say, skillpoints[i] where i was the player number, I simply needed to use 'set skillpoints[playernumber(triggering player)]'.

    In SC2, first you can't simply return a player number, and second it woudn't be very useful, because the player number is not determined by where you're sitting in the lobby, but the join order.

    Thus, I need another way to return an 'effective player number'. I figured just assigning an upgrade of different levels to different players and counting those levels, but it seems pretty messy. I thought someone else might have had a cleverer way.

    Posted in: Miscellaneous Development
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    posted a message on Question on identifying players

    @RileyStarcraft: Go

    What if that hero dies? What if he's not currently owning said hero? What if he's temporarily controlling some other unit because of the story?

    No, too many bug potentials with that.

    Plus, that woudn't return a number, would it? Unless I do a function that compares each unit and returns the associated number everytime I want to, say, edit a position in an array.

    Posted in: Miscellaneous Development
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    posted a message on Question on identifying players

    Hello, I'm an ex-starcraft mapmaker and I'm having some trouble adapting to the trigger style of SC2, seeing how it's 100 times more complex.

    In the rpg map I'm making, heroes are specific. Normally, in SC or WC3 I would have set player 1 as hero 1, player 2 as hero 2, etc... I understand that the player order is determined solely by joining order in SC2, and I presume that is why you can no longer return a player number.

    I need to find a substitute. In principle, I want to tell every player "remember this number", so that when I have triggers that are dependant on being a certain player, particularly when I need to look up that hero's value in an array, I can simply return that number and look up the relevant values.

    Now, I haven't figured out a way to do that elegantly. The way I've done it now is that I've set a certain upgrade called "player number", assigned a different level for every different hero at map start, and I look up the upgrade level for that particular upgrade whenever I want to return the 'effective player number'. But I'm aware that this is a fairly clumsy method, and I was wondering if there was any more elegant suggestions.

    Posted in: Miscellaneous Development
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    posted a message on DBZ map from broodwar

    Which one? This is the zen of poor description.

    Plus, the skilled mapmakers of starcraft had entirely different skills than the ones from SC2. There's almost no comparison.

    Posted in: Miscellaneous Development
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