Unnamed RPG
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• Submitting a map not made by you:
Do not claim it as yours. We'll find it out (sooner or later) anyway.
Ask the maker to submit it himself is possible.
Or at least let the maker know that his map has a topic here, so he can benefit from your comments and bug reports. (Or request the thread be deleted for whatever reason*.)
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Re: Unnamed RPG
Okay I don't know why I asked that, I didn't sleep last night so my thinking is sub-par.
So will I have to string a bunch of GetLocalPlayer()'s together?
Should I use a whole bunch of Else If statements one after another?
I'm not sure how to go about this since I suck at JASS
So will I have to string a bunch of GetLocalPlayer()'s together?
Should I use a whole bunch of Else If statements one after another?
I'm not sure how to go about this since I suck at JASS
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Re: Unnamed RPG
What are you trying to achieve again?
Here are two code snippets I commonly use:I didn't syntax check these code snippets, so error may happen.
Here are two code snippets I commonly use:
Code: Select all
DisplayTextToPlayer(GetLocalPlayer(),0,0,"Hello World") //in my opinion the best way to display a message to all players.
Code: Select all
if(GetTriggerPlayer()==GetLocalPlayer())then
//do stuff locally for that player only, eg. create or destroy a quest
endif
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Re: Unnamed RPG
Can I just use Custom Scripts inside my GUI?
Custom Script: if GetLocalPlayer() == GetOwningPlayer(GetBuyingUnit()) then
Quest - Create Quest
Custom Script: endif
Would something like this work or would it cause de-syncs or something?
Custom Script: if GetLocalPlayer() == GetOwningPlayer(GetBuyingUnit()) then
Quest - Create Quest
Custom Script: endif
Would something like this work or would it cause de-syncs or something?
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Re: Unnamed RPG
Well, if you must... But half GUI half JASS is pure barbarism.
It will, however, work fine. As long as you don't do anything fancy in between. Check the generated code for inconsistencies.
Edit: And be aware what desyncs and what doesn't. Creating a quest will probably desync, so the way to do it is create the quest and hide it, then show it for the desired player inside a GetLocalPlayer() block.
It will, however, work fine. As long as you don't do anything fancy in between. Check the generated code for inconsistencies.
Edit: And be aware what desyncs and what doesn't. Creating a quest will probably desync, so the way to do it is create the quest and hide it, then show it for the desired player inside a GetLocalPlayer() block.
Last edited by 3ICE on Wed Feb 01, 2012 10:55 am, edited 1 time in total.
Reason: Man I edit my posts a lot don't I...
Reason: Man I edit my posts a lot don't I...
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Re: Unnamed RPG
I would do it in pure JASS if i knew how but I can't make anything of it.
I think I have the trigger figured out but I'd like to test it on b.net before posting it again to make no de-syncs occur.
It'll probably take an hour for someone to actually join the game though. x.x
I think I have the trigger figured out but I'd like to test it on b.net before posting it again to make no de-syncs occur.
It'll probably take an hour for someone to actually join the game though. x.x
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Re: Unnamed RPG
US@East
I'll be in channel WaffleFace
I'll be in channel WaffleFace
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Re: Unnamed RPG
Added WaffleFace to my friends list.
Edit: So, playtesting results:
Blue doesn't start with gold.
Blue can't buy a hero even after given gold via shared resources.
Desync upon quest accept. Mixing GUI with JASS is a bad idea. Post the related JASS code (Convert to JASS)
PJASS in notepad: t=726
Edit: So, playtesting results:
Blue doesn't start with gold.
Blue can't buy a hero even after given gold via shared resources.
Desync upon quest accept. Mixing GUI with JASS is a bad idea. Post the related JASS code (Convert to JASS)
PJASS in notepad: t=726
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Re: Unnamed RPG
if GetLocalPlayer() == GetOwningPlayer(GetBuyingUnit()) then
call CreateQuestBJ( bj_QUESTTYPE_OPT_DISCOVERED, "TRIGSTR_176", "TRIGSTR_177", "ReplaceableTextures\\CommandButtons\\BTNAmbush.blp" )
endif
call CreateQuestBJ( bj_QUESTTYPE_OPT_DISCOVERED, "TRIGSTR_176", "TRIGSTR_177", "ReplaceableTextures\\CommandButtons\\BTNAmbush.blp" )
endif
Last edited by 3ICE on Wed Feb 01, 2012 11:23 am, edited 3 times in total.
Reason: Removed unnecessary code
Reason: Removed unnecessary code
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Re: Unnamed RPG
Quest - Disable Quest3ICE wrote:Creating a quest will probably desync, so the way to do it is create the quest and hide it, then show it for the desired player inside a GetLocalPlayer() block.
Disabled quests are not shown in the quest log.
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