I need to store 7 skills:12 players preferably in a single variable, must I make an array of 84 or is there a better way to do this? I just really don't know much about tfteditor... thanks in advance
nice ok yea thats what i need so how do the hastable index work?
like 0,0 - 11,6 or 1,1 - 12,7 and onto a completely different question... how can you break a loop? i have no idea how to use Customscript( exitwhen true) if someone could explain it.
Arrays are faster (signifigantly) than hashtables.
If you only need 84 indexs (which according to your post, you do), it'll work just fine using arrays.
As for [ljass]exitwhen[/ljass], it's simple. Let's say you made a variable called Integer, and you wanted to exit a loop when that variable held the value of five.
This is what you would do: [ljass]exitwhen udg_Integer == 5[/ljass].
Remember that the search function in internet browsers search for the whole string and not related strings.
Also note that a tutorial would most likely be named "Array tutorial" or somesuch...and not "Arrays tutorial".
I know what arrays are and how they work, i do not know how to properly use them to make things MUI. The gamecache and hashtables i understand but why use arrays they seem so much more complicated than the previously mentioned methods.
ok so i went with an ability array and i did find it to be quite simple, but i have yet another question.... the triggers below both function properly but i can only test my map by myself and what i am wondering is... will there be a problem with the variable "playernum2" if multiple players are purchasing trueshot aura, for the first time, at the same time?
Trigger:
trueshot Copy
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Mindstaff
Actions
Set skill[(Player number of (Triggering player))] = Trueshot Aura
Wait 0.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of skill[(Player number of (Triggering player))] for (Triggering unit)) Less than 1
Then - Actions
Unit - Add skill[(Player number of (Triggering player))] to (Triggering unit)
Set playernum2 = (Player number of (Triggering player))
Trigger - Run skillstorage <gen> (checking conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of skill[(Player number of (Triggering player))] for (Triggering unit)) Less than 10
Then - Actions
Unit - Increase level of skill[(Player number of (Triggering player))] for (Triggering unit)
Else - Actions
Player - Add 1 to (Triggering player) Current lumber
Trigger:
skillstorage
Events
Conditions
Actions
For each (Integer A) from ((playernum2 x 7) - 6) to (playernum2 x 7), do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
heroskills[(Integer A)] Equal to Acid Bomb
Then - Actions
Set heroskills[(Integer A)] = skill2
Skip remaining actions
Else - Actions
Do nothing
hmmm and lastly, is there a way to increase the height of an aura animation. For example the "trueshot aura" model is attached at the origin of the hero. is there like a way to attach it at origin+10 or something in height?
Ghan has said he has fixed this. Monovertex please confirm this fix. This was only a problem with people that had signatures in the upper levels like not the special members but the respected members.