Your catalogs arn't set up properly. I will do a catalog tutorial today.
First field value. ID of the "data item" you want to modify.
Second Field Value is the name of the field you want to modify within that data item of which you just entered the id
Picked Player = The player. Duh? lol
(Here I am going to get the original value of the weapon and adding +1 to it.)
Convert Integer to String since catalogs are strings
Catalog Field Value get as integer
Our effect ID. Our same field referring to the damage + 1!!
Of course there is an arithmetic in there but thats it.
Catalog - Set value of Effects "C10CanisterRifle" "Amount" for player "Picked Player" to (String(((Value of Effects "C10CanisterRifle" "Amount" for player "Picked Player" as an integer) + 1)))
I think my computer is shitty and fragmented as hell. The game was relatively smooth once the game was fully installed. I really enjoyed playing the Witch Doctor. Great game. Props
Since I've breached the 2mb mapscript size, I tried to find where the mapscript border is.
Rumors stated that it was at approximately 2mb of uncompressed script size.
I've made some tests in my Diablo map with the result that 3061kb of uncompressed "Mapscript.galaxy" file is still executed properly (at least offline via editor test).
Having much more kb results in an editor error message while compiling stating that the script is to long.
So either a patch changed it or people had a ton of variables more than me.
But I'm already using 3051 global variables (this value counts every variable slots possible within arrays, so this is the total amount of fields used as global variables).
I triggered everything with GUI.
The .galaxy file produced has 93.764 lines, contains 2.947.261 characters and has a compressed size of 189kb within the map.
I'm quite happy that I've still 1mb of script memory left to tinker with in my map.
Maybe DarkRevenant can continue his Mafia map as I have no idea why he hit it at 2mb when I'm hitting it at 3mb.
I thought I should share my recently gained knowledge.
It is all how you coded your map. If you code like crap and have a bunch of redundancy. You will reach the script limit. If you know how to filter the data and use "Create Thread" in its correct place.... Well it is almost impossible to reach scriptlimit...
Added some more detail to part 2. Video tutorial is underway. I'll post my progress here. I will be covering in detail every aspect of the triggering editor. This video will be meant as a boot camp for new people. Also added two links at the end of the tutorial to two similar tutorials that cover pretty much the same basics in other words and examples.
If someone reads this tutorial and the two others linked at the end of this tutorial. They will never have triggering problems. That is a fact.
Thanks for reading everyone and stay tuned for the video version!
Well.... Maybe make a trigger that fires when a player moves his mouse. Each time he moves his mouse a Timer Integer Variable would Get set to zero and a while loop would be enabled until the mouse is moved again. While the mouse is not moving that while loop would be adding every second a value of 1 (representing the time the player hasn't moved his mouse) At 300 seconds kick the player..
My question is not how to upgrade marine armor or life or speed...
How to change the attributes from Light - Biological to say, Armored - Robotic - Massive.
There is no field to set the attributes in upgrades... I might miss it but I cant find it...
Catalogs is the answer to that question. I am not on my computer atm so I'll do my best to describe.
CatalogFieldValueSet ( preset catalog [Effect,ability,Actor and so on...], string entry [The actuual ID of the "Data entry we are looking to modify], string fieldPath[Switch to raw data. The name on the value box of the field you are looking to modify ie; Damage effect amount field], int player [Self-explanatory], string value [The actual value we are applying] )
I know that post was old but when I saw it I figured the community could use this information.
With this you can. Add damage to a tank ever 1 seconds! ZOMG!!! lol the limits are endless really! GG changing data values through trigger = GG MODE!!!
Actually... You could just define the actions for each player directly in the action definition using a Integer Parameter Named Player ID.
Also how you are doing this is kinda bad... Using loops inside loops inside loops is going to cause your map to crash. Try to use action definitions to filter the data. Look up my tutorial at the bottom of my post. It covers some of that. I hope this helps. If you ever need more help feel free to contact me through PM, by posting here on the forums or on skype: Mab.youyoux.
Also be sure to check out the Sc2mapster IRC channel for live help. Its not always lively but you can find help there.
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Your catalogs arn't set up properly. I will do a catalog tutorial today.
First field value. ID of the "data item" you want to modify.
Second Field Value is the name of the field you want to modify within that data item of which you just entered the id
Picked Player = The player. Duh? lol
(Here I am going to get the original value of the weapon and adding +1 to it.)
Convert Integer to String since catalogs are strings
Catalog Field Value get as integer
Our effect ID. Our same field referring to the damage + 1!!
Of course there is an arithmetic in there but thats it.
Catalog - Set value of Effects "C10CanisterRifle" "Amount" for player "Picked Player" to (String(((Value of Effects "C10CanisterRifle" "Amount" for player "Picked Player" as an integer) + 1)))
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This is a sneak peak of my attempt.
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@println: Go
Cheers. We need more people dedicated on modeling in this community. Keep it up. Maybe upload your video's to youtube and embed them into the forum?
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So next week terrain exercise will be 3rd or first person view styled environment?
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I think my computer is shitty and fragmented as hell. The game was relatively smooth once the game was fully installed. I really enjoyed playing the Witch Doctor. Great game. Props
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It is all how you coded your map. If you code like crap and have a bunch of redundancy. You will reach the script limit. If you know how to filter the data and use "Create Thread" in its correct place.... Well it is almost impossible to reach scriptlimit...
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@zeldarules28: Go
Very nice tutorial. Thumbs up. Go rep go! lol
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Added some more detail to part 2. Video tutorial is underway. I'll post my progress here. I will be covering in detail every aspect of the triggering editor. This video will be meant as a boot camp for new people. Also added two links at the end of the tutorial to two similar tutorials that cover pretty much the same basics in other words and examples.
If someone reads this tutorial and the two others linked at the end of this tutorial. They will never have triggering problems. That is a fact.
Thanks for reading everyone and stay tuned for the video version!
-DarlD
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@hobbidude: Go
Well.... Maybe make a trigger that fires when a player moves his mouse. Each time he moves his mouse a Timer Integer Variable would Get set to zero and a while loop would be enabled until the mouse is moved again. While the mouse is not moving that while loop would be adding every second a value of 1 (representing the time the player hasn't moved his mouse) At 300 seconds kick the player..
use an action definition with create thread.
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@DarlD: Go
w00t got in the beta! Thankfully some people still give away keys on the poe forums! w00t w00t (the game is pretty nice. Don't have to buy d3 now)
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Catalogs is the answer to that question. I am not on my computer atm so I'll do my best to describe.
CatalogFieldValueSet ( preset catalog [Effect,ability,Actor and so on...], string entry [The actuual ID of the "Data entry we are looking to modify], string fieldPath[Switch to raw data. The name on the value box of the field you are looking to modify ie; Damage effect amount field], int player [Self-explanatory], string value [The actual value we are applying] )
I know that post was old but when I saw it I figured the community could use this information.
With this you can. Add damage to a tank ever 1 seconds! ZOMG!!! lol the limits are endless really! GG changing data values through trigger = GG MODE!!!
Sorry... Little crazy sometimes :D
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@ckSynergy: Go
Actually... You could just define the actions for each player directly in the action definition using a Integer Parameter Named Player ID.
Also how you are doing this is kinda bad... Using loops inside loops inside loops is going to cause your map to crash. Try to use action definitions to filter the data. Look up my tutorial at the bottom of my post. It covers some of that. I hope this helps. If you ever need more help feel free to contact me through PM, by posting here on the forums or on skype: Mab.youyoux.
Also be sure to check out the Sc2mapster IRC channel for live help. Its not always lively but you can find help there.
Good luck
Example:
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Shouldn't this be in the data thread not triggers?
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Here is an example of a city street I made for a movie a while back. Hope this gives you some inspiration!
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I got to try this game during the stress test. Amazing. The tech tree is intense. I'm in love with the game already. So long league of legends!