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Total Votes : 8

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new switch code -again -.-

View previous topic View next topic Go down

new switch code -again -.-

Post by Grass Hopper on Fri Aug 07, 2009 4:07 pm

edited, for dark.

vote trigger
Code:
function truereturn takes nothing returns boolean
return GetUnitTypeId(GetFilterUnit()) != 'ncop'
endfunction

function CircleReturn takes nothing returns boolean
return GetUnitTypeId(GetFilterUnit()) == 'ncop'
endfunction
function set_udg_voted_to_false takes nothing returns nothing
local integer OP = GetConvertedPlayerId(GetEnumPlayer())
set udg_voted[OP]= false
endfunction
function end_switch takes nothing returns nothing
set udg_brip = false
call DisableTrigger(gg_trg_Vote)
call ForForce(udg_team[1], function set_udg_voted_to_false)
call ForForce(udg_team[2], function set_udg_voted_to_false)
set udg_vc[1] = 0
set udg_vc[2] = 0
set udg_tpc[1] = 0
set udg_tpc[2] = 0
endfunction
function move_units takes player p, player l returns nothing
local group g = CreateGroup()
local unit u

call GroupEnumUnitsOfPlayer(g,p, Filter(function truereturn))
loop
set u = FirstOfGroup(g)
exitwhen u == null
if PlayersAreCoAllied(p,Player(0)) then
call SetUnitPositionLoc( u, GetRectCenter(gg_rct_Revive1))
elseif PlayersAreCoAllied(p,Player(6)) then
call SetUnitPositionLoc( u, GetRectCenter(gg_rct_Revive2))
endif
call SetUnitColor(u, GetPlayerColor(l))
call GroupRemoveUnit(g,u)
endloop

call DestroyGroup(g)
set g = null
endfunction
function SwapCircles takes player p, player l returns nothing
local group g = CreateGroup()
local group r = CreateGroup()
local unit u
local unit n
local playercolor array pc

call GroupEnumUnitsOfPlayer(g, p, Filter(function CircleReturn))
call GroupEnumUnitsOfPlayer(r, l, Filter(function CircleReturn))
set u = FirstOfGroup(g)
set n = FirstOfGroup(r)
call SetUnitOwner(u, l, true)
call SetUnitOwner(n, p, true)

set pc[1] = GetPlayerColor(p)
set pc[2] = GetPlayerColor(udg_sp)
call SetPlayerColor(udg_sp, pc[1])
call SetPlayerColor(p, pc[2])
call DestroyGroup(g)
call DestroyGroup(r)
set g = null
set r = null
set u = null
set n = null
set pc[1] = null
set pc[2] = null
endfunction
function reset_teams takes player l returns nothing
local player p
local integer pid = 0
loop
exitwhen pid == 12
set p = Player(pid)
if IsPlayerEnemy(l,p) == true then
if GetPlayerSlotState(p) == PLAYER_SLOT_STATE_LEFT then
call SetPlayerAllianceStateBJ(p, l, bj_ALLIANCE_ALLIED_UNITS) // make all leaver enemies of player l allies with control
else
call SetPlayerAllianceStateBJ(p, l, bj_ALLIANCE_ALLIED_VISION ) // make all non-leaver enemies of player l allies without control
endif
if GetPlayerSlotState(l) == PLAYER_SLOT_STATE_LEFT then
call SetPlayerAllianceStateBJ(l, p, bj_ALLIANCE_ALLIED_UNITS) // make the leaver an ally with shared unit control
else
call SetPlayerAllianceStateBJ(l, p, bj_ALLIANCE_ALLIED_VISION ) // make the swapped player ally all enemies
endif
elseif IsPlayerAlly(l,p) == true then
call SetPlayerAllianceStateBJ(l, p, bj_ALLIANCE_UNALLIED )
call SetPlayerAllianceStateBJ(p, l, bj_ALLIANCE_UNALLIED )
endif
set pid = pid + 1
endloop
set p = null
endfunction
function abs takes integer i returns integer
if i < 0 then
return -1*i
endif
return i
endfunction
function GetLevels takes nothing returns nothing
local integer i = 0
loop
exitwhen i == 12
if GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING then
set udg_hl[i] = GetUnitLevel(udg_PlayerHero[i])
set udg_thl[PlayerForceById(i)+1] = udg_thl[PlayerForceById(i)+1] + udg_hl[i]
endif
set i = i+1
endloop
endfunction
function AddToForce takes nothing returns nothing
call ForceAddPlayer(udg_team[5], GetEnumPlayer())
endfunction
function level_check takes nothing returns nothing
local integer d = 99999// differences
local player p // player that would be switched
local force f
local integer i
local integer array tl // team level (non global)
local integer hl // hero level (non global)
local integer twmp //team with most players
call GetLevels()
if udg_twlp == 1 then
call ForForce(udg_team[2], function AddToForce)
set f = udg_team[5]
set twmp = 2
elseif udg_twlp == 2 then
call ForForce(udg_team[1], function AddToForce)
set f = udg_team[5]
set twmp = 1
endif
// find the player that makes the least difference
loop
set p = ForcePickRandomPlayer(f)
call ForceRemovePlayer(f, p)
exitwhen p == null
set i = GetPlayerId(p)
set tl[1] = udg_thl[twmp]
set tl[2] = udg_thl[udg_twlp]
set hl = udg_hl[i]

set tl[1] = tl[1] - hl
set tl[2] = tl[2] + hl
if abs(tl[2] - tl[1]) < d then // check all other possible differences for the lowest
set d = abs(tl[2] - tl[1])
set udg_sp = p
endif
endloop
call DestroyForce(f)
set f = null
set p = null
endfunction
function autobalance takes nothing returns nothing
local integer i = abs(udg_tpc[2] - udg_tpc[1])
local playercolor array pc
local string array s
local player p
if udg_twlp == 1 then
loop
exitwhen i == 0
exitwhen i == 1
// picks the two players
call level_check() // picks a player from enemies that keeps the level gap the smallest
set p = ForcePickRandomPlayer(udg_team[3]) // picks a random leaver from the lowest team

if p == Player(0) or p == Player(6) or udg_sp == Player(0) or udg_sp == Player(6) then
call DisplayText("An error has occured, try switching again")
return
endif

call DisplayText(udg_ColorString[GetPlayerId(udg_sp)] + GetPlayerName(udg_sp) + "|r is being switched with " + udg_ColorString[GetPlayerId(p)] + GetPlayerName(p))

// used for leaver gold
set udg_PlayerCount[team(GetPlayerId(udg_sp))] = udg_PlayerCount[team(GetPlayerId(udg_sp))] - 1
set udg_PlayerCount[team(GetPlayerId(p))] = udg_PlayerCount[team(GetPlayerId(p))] + 1

// removes players from their forces, and puts them in the other team's
call ForceRemovePlayer(udg_team[2],udg_sp)
call ForceAddPlayer(udg_team[1],udg_sp)
//
call ForceRemovePlayer(udg_team[3], p)
call ForceAddPlayer(udg_team[4], p)
// changes alliances, moves units to fountains, anc swaps the circles
call reset_teams(udg_sp)
call reset_teams(p)
call move_units(udg_sp, p)
call move_units(p, udg_sp)
call SwapCircles(udg_sp, p)

// changes the color of the players, includes player color, and the name color string
set pc[1] = GetPlayerColor(p)
set pc[2] = GetPlayerColor(udg_sp)
call SetPlayerColor(udg_sp, pc[1])
call SetPlayerColor(p, pc[2])

set s[1] = udg_ColorString[GetPlayerId(udg_sp)]
set s[2] = udg_ColorString[GetPlayerId(p)]
set udg_ColorString[GetPlayerId(udg_sp)] = s[2]
set udg_ColorString[GetPlayerId(p)] = s[1]
// sets the current and updated team player count
set udg_tpc[2] = udg_tpc[2] - 1
set udg_tpc[1] = udg_tpc[1] + 1
set i = udg_tpc[2] - udg_tpc[1]
endloop
elseif udg_twlp == 2 then
loop
exitwhen i == 0
exitwhen i == 1

call level_check() // pick random player from enemies
set p = ForcePickRandomPlayer(udg_team[4]) // pick random leaver from other team's leavers

call DisplayText(udg_ColorString[GetPlayerId(udg_sp)] + GetPlayerName(udg_sp) + "|r is being switched with " + udg_ColorString[GetPlayerId(p)] + GetPlayerName(p))

// used for leaver gold
set udg_PlayerCount[team(GetPlayerId(udg_sp))] = udg_PlayerCount[team(GetPlayerId(udg_sp))] - 1
set udg_PlayerCount[team(GetPlayerId(p))] = udg_PlayerCount[team(GetPlayerId(p))] + 1

// removes players from their forces, and puts them in the other team's
call ForceRemovePlayer(udg_team[1],udg_sp)
call ForceAddPlayer(udg_team[2],udg_sp)
call ForceRemovePlayer(udg_team[4], p)
call ForceAddPlayer(udg_team[3], p)
// changes alliances, moves units to fountains, anc swaps the circles
call reset_teams(udg_sp)
call reset_teams(p)
call move_units(udg_sp, p)
call move_units(p, udg_sp)
call SwapCircles(udg_sp, p)

// changes the color of the players, includes player color, and the name color string
set pc[1] = GetPlayerColor(p)
set pc[2] = GetPlayerColor(udg_sp)
call SetPlayerColor(udg_sp, pc[1])
call SetPlayerColor(p, pc[2])

set s[1] = udg_ColorString[GetPlayerId(udg_sp)]
set s[2] = udg_ColorString[GetPlayerId(p)]
set udg_ColorString[GetPlayerId(udg_sp)] = s[2]
set udg_ColorString[GetPlayerId(p)] = s[1]

// sets the current and updated team player count
set udg_tpc[1] = udg_tpc[1] - 1
set udg_tpc[2] = udg_tpc[2] + 1
set i = udg_tpc[1] - udg_tpc[2]
endloop
endif
call end_switch()
set p = null
set pc[1] = null
set pc[2] = null
endfunction
function switch_vote takes nothing returns nothing
local player p = GetTriggerPlayer()
local integer OP = GetConvertedPlayerId(p)
local integer rvc = 0
if PlayerForceById(GetPlayerId(p))+1 == udg_twlp then
if IsPlayerInForce(p,udg_team[1]) == true and udg_voted[OP] == false then
set udg_vc[1] = udg_vc[1] + 1
set udg_voted[OP] = true
set rvc = udg_tpc[1] - udg_vc[1]
if rvc > 1 then
call DisplayTimedTextToForce(GetPlayersAll(),10,udg_ColorString[GetPlayerId(p)] + GetPlayerName(p) + "|r has voted for team balancing " + I2S(rvc) + " more votes are required")
elseif rvc == 1 then
call DisplayTimedTextToForce(GetPlayersAll(),10,udg_ColorString[GetPlayerId(p)] + GetPlayerName(p) + "|r has voted for team balancing. One more vote is required")
elseif rvc == 0 then
call DisplayTimedTextToForce(GetPlayersAll(),10,udg_ColorString[GetPlayerId(p)] + GetPlayerName(p) + "|r has voted for team balancing. The vote has passed. The teams will now be automatically balanced.")
endif
endif
if IsPlayerInForce(p,udg_team[2]) == true and udg_voted[OP] == false then
set udg_vc[2] = udg_vc[2] + 1
set udg_voted[OP] = true
set rvc = udg_tpc[2] - udg_vc[2]
if rvc > 1 then
call DisplayTimedTextToForce(GetPlayersAll(),10,udg_ColorString[GetPlayerId(p)] + GetPlayerName(p) + "|r has voted for team balancing " + I2S(rvc) + " more votes are required")
elseif rvc == 1 then
call DisplayTimedTextToForce(GetPlayersAll(),10,udg_ColorString[GetPlayerId(p)] + GetPlayerName(p) + "|r has voted for team balancing. One more vote is required")
elseif rvc == 0 then
call DisplayTimedTextToForce(GetPlayersAll(),10,udg_ColorString[GetPlayerId(p)] + GetPlayerName(p) + "|r has voted for team balancing. The vote has passed. The teams will now be automatically balanced.")
endif
endif
if udg_vc[1] == udg_tpc[1] or udg_vc[2] == udg_tpc[2] then
call autobalance()
set p = null
endif
endif
endfunction
//===========================================================================
function InitTrig_Vote takes nothing returns nothing
set gg_trg_Vote = CreateTrigger( )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(0), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(1), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(2), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(3), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(4), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(5), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(7), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(8), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(9), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(10), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(11), "-ok", true )
call TriggerAddAction( gg_trg_Vote, function switch_vote )
endfunction


Last edited by Grass Hopper on Tue Aug 18, 2009 8:28 pm; edited 3 times in total

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warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

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"Behold The Stuff! It Is Good!"
And the Stuff was good.

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Re: new switch code -again -.-

Post by Grass Hopper on Fri Aug 07, 2009 4:07 pm

-switch command
Code:
function check_and_count takes nothing returns nothing
    local player p = GetTriggerPlayer()
    local integer pt1 = 1
    local integer pt2 = 7
   
    if PlayerForceById(GetPlayerId(p)) == 0 and ForcePickRandomPlayer(udg_team[3]) == null then
        call DisplayTextToPlayer(p, 0, 0, "There are no leavers to switch")
        set p = null
        return
    elseif PlayerForceById(GetPlayerId(p)) == 1 and ForcePickRandomPlayer(udg_team[4]) == null then
        call DisplayTextToPlayer(p, 0, 0, "There are no leavers to switch")
        set p = null
        return
    endif
    if udg_brip == true then
        call DisplayTimedTextToPlayer(p,0,0,10,"A balancing request is already in effect; please wait until it expires to start another one.")
        set p = null
        return
    endif
    // setting team player count
    loop
        exitwhen pt1 == 12
       
        if pt1 == 6 then
            set pt1 = pt1 + 1
        endif
       
        if GetPlayerSlotState(Player(pt1)) == PLAYER_SLOT_STATE_PLAYING and IsPlayerInForce(Player(pt1), udg_team[1]) then
            call DisplayText("counting player " + I2S(pt1) + " for team 1")
            set udg_tpc[1] = udg_tpc[1] + 1
        elseif GetPlayerSlotState(Player(pt1)) == PLAYER_SLOT_STATE_PLAYING and IsPlayerInForce(Player(pt1), udg_team[2]) then
            call DisplayText("counting player " + I2S(pt1) + " for team 2")
            set udg_tpc[2] = udg_tpc[2] + 1
        endif
       
        set pt1 = pt1 + 1
    endloop
    if udg_tpc[1] == udg_tpc[2] then
        call DisplayTimedTextToPlayer(p,0,0,10,"The teams are already even.")
        set p = null
        return
       
    elseif udg_tpc[2] - udg_tpc[1] < 2 and IsPlayerInForce(p,udg_team[1]) then
        call DisplayTimedTextToPlayer(p,0,0,10,"You must have at least 2 less players than the other team to call for team balancing.")
        set p = null
        return
       
    elseif udg_tpc[1] - udg_tpc[2] < 2 and IsPlayerInForce(p,udg_team[2]) then
        call DisplayTimedTextToPlayer(p,0,0,10,"You must have at least 2 less players than the other team to call for team balancing.")
        set p = null
        return
    endif
    if udg_tpc[1] < udg_tpc[2] then
        set udg_twlp = 1
    elseif udg_tpc[2] < udg_tpc[1] then
        set udg_twlp = 2
    endif
    if IsPlayerAlly(Player(0),p) and udg_twlp == 1 then

        if udg_tpc[1] > 1 then
            call DisplayText(udg_ColorString[GetPlayerId(p)] + GetPlayerName(p)+"|r has requested team balancing because his/her team has at least 2 less players than Team 2.")
            call DisplayText("All other players on Team 1 must type -ok before the teams will be balanced. This request will expire in 60 seconds.")
           
            set udg_voted[GetConvertedPlayerId(p)] = true  //prevent the requesting player
            set udg_vc[1] = udg_vc[1] + 1                  //    from having to vote
           
            call EnableTrigger(gg_trg_Vote)
            set udg_brip = true
           
        elseif udg_tpc[1] == 1 then
            call DisplayText(udg_ColorString[GetPlayerId(p)] + GetPlayerName(p) + "|r has forced team balancing because he/she has no one else on his/her team")
            call autobalance()
            set p = null
            return
        endif
    elseif IsPlayerAlly(Player(6),p) and udg_twlp == 2 then
        if udg_tpc[2] > 1 then
            call DisplayText(udg_ColorString[GetPlayerId(p)] + GetPlayerName(p)+"|r has requested team balancing because his/her team has at least 2 less players than Team 1.")
            call DisplayText("All other players on Team 2 must type -ok before the teams will be balanced. This request will expire in 60 seconds.")
           
            set udg_voted[GetConvertedPlayerId(p)] = true  //prevent the requesting player
            set udg_vc[2] = udg_vc[2] + 1                  //    from having to vote
           
            call EnableTrigger(gg_trg_Vote)
            set udg_brip = true
           
        elseif udg_tpc[2] == 1 then
            call DisplayText(udg_ColorString[GetPlayerId(p)] + GetPlayerName(p) + "|r has forced team balancing because he/she has no one else on his/her team")
            call autobalance()
            set p = null
            return
        endif
    endif
    call TriggerSleepAction(60)
    if udg_brip == true then
        call DisplayTimedTextToForce(GetPlayersAll(),10,"The balance request has expired.")
        call end_switch()
    endif
    set p = null
endfunction
//===========================================================================
function InitTrig_Player_Switch takes nothing returns nothing
set gg_trg_Player_Switch = CreateTrigger( )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(0), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(1), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(2), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(3), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(4), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(5), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(7), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(8), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(9), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(10), "-switch", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Player_Switch, Player(11), "-switch", true )
call TriggerAddAction( gg_trg_Player_Switch, function check_and_count )
endfunction

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
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Re: new switch code -again -.-

Post by Spiritcurse on Wed Jan 06, 2010 7:22 pm

Code looks good, only 1 grammar mistake, which I'm sure you won't care about. It should be "2 fewer players", not "2 less players".
Must remember not to get this mixed up with python, but couldn't your -

Code:
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(0), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(1), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(2), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(3), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(4), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(5), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(7), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(8), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(9), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(10), "-ok", true )
call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(11), "-ok", true )

part be made into -

Code:
local integer playtrig
set playtrig = 0
loop
    exitwhen playtrig <= 11
    call TriggerRegisterPlayerChatEvent( gg_trg_Vote, Player(playtrig), "-ok", true )
    set playtrig = playtrig + 1
endloop
set playtrig = 0

It makes it easier to read, and means you can change it with one alteration, rather than many. Also, by changing 11 for a variable for player number, you'd be able to handle different numbers of players, as yours seems to be calling for players than may not exist, if the server has fewer players.
It makes sod all difference, to be honest, but it's almost 700 characters smaller, making it slightly faster. Not read much JASS stuff yet, so I'm not even sure whether that's possible, and I'm certain it won't look the same, but it's nice.

EDIT: Read more JASS stuff, I'm fairly sure that might work.


Last edited by Spiritcurse on Wed Jan 06, 2010 7:33 pm; edited 1 time in total (Reason for editing : read more JASS documentation)

Spiritcurse
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Re: new switch code -again -.-

Post by Grass Hopper on Wed Jan 06, 2010 10:36 pm

you know... you dont even really know jass and im already glad your here

im pretty sure me and wanderer already did that... but if we havnt yet then im sure its an ez fix.

oh, and i > playtrig for variable names

edit: ahahah. we were a step ahead of you Razz we went ahead and did the player loop, but compressed the "enter chat string" events for pretty much *all* the chat triggers into one easy trigger Razz

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Re: new switch code -again -.-

Post by Spiritcurse on Thu Jan 07, 2010 6:23 am

Lol, it's not that big a difference. Just looked ugly, that's all.

I know, but I'm pretty sure you'd already used i somewhere, and I couldn't think of another name that made sense.

Snazzy, bet that was a lot easier, right?

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Re: new switch code -again -.-

Post by Grass Hopper on Thu Jan 07, 2010 11:59 am

oh yeah Razz

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Re: new switch code -again -.-

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