System AMS - Advanced Multiboard System

Magentix

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Your first remark is easy to execute (the .Display one)

Your second one has a flip side to it:

Allowing code like "add team", "add header", etc. can be nice indeed (and doable), but then you'd lose a lot of control over your own multiboard.

What if you don't want your header to be in row 1 for example, or what if you want a team, but no row for the team name.

Stuff like that might make it really hard to find the road of programming to take that everyone will like.


Anyhow: I'll work out the easy .Display, .SetWidth, etc this weekend (along with allowing zero-row-input). Then I might think of making "mods" for the system that call a lot of functions for the less JASS skilled people.

Like the example you gave with AddTeam, etc.
 

Cohadar

master of fugue
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It is a generality vs ease of use issue.

Restricting a system is sometimes a good idea.

>>What if you don't want your header to be in row 1 for example
This was never the case in history of mapmaking as I know.

>>or what if you want a team, but no row for the team name.
call Example1.AddTeam(null)

>>Stuff like that might make it really hard to find the road of programming to take that everyone will like.
You cannot please everyone, don't even try.

Simply make this usable by 90% of most common game types.
What I explained can be used by all AoS, Arena, Footy, Rpg and other standard map genres.

The 10% who have their "special" ideas about multiboards can go fuck themselves and write multiboards with raw handles.
 

Magentix

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Laptop finally working again:

Thus, a small update:
v2.02 - Removed all natives and implemented them into AMS
v2.03 - Rewrote SortOnce to be faster and less likely to hit an OP limit on large sorts

Next updates:
- 0-input
- Tags (A first mod to AMS)

v3.00 release:

- Combination of v1.xx and v2.xx
- Same syntax and functions for users
- Replaced Linked Lists with something of my own
- Sorting speed drastically increased thanks to the above change

v3.0x plans:
0 input for rows and cols
Implementation of Mods
 

Cohadar

master of fugue
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You are alive?

Well nice to see this progressing, I mean you started it like last year.... :D

I am waiting for Mods ffs, that is all that matters.
 

Magentix

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waaaks!

Zinctified
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when will u post a demo map for easier implemtation
and examples

i need examples for using icons for each hero chosen

thanks
 

Magentix

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Working on amsTS atm.

For setting an icon for each hero, you could use these functions for now, although I'm planning on making a new mod for AoS multiboards soon.

Anyhow, here's the code, assuming:
- The hero names are in the first column
- You used .AddPlayers or .SetPlayerRow to tag rows to belong to specific players
- the Multiboard is named MB

JASS:
call MB.SetIconPath(MB.GetPlayerRow(<insert number>), 1, "Path\\To\\Icon")
call MB.SetItemStyle(MB.GetPlayerRow(<insert number>), 1, true, true)


If you didn't tag the rows to belong to a player, you can just fill in the row number yourself.
The .GetPlayerRow function is for fetching the correct row, should sorting be enabled (and thus the rows being dynamic)


P.S.:
Make sure to check the link to amsTS in the first post, it's the first mod for AMS which makes creating a simple multiboard VERY easy.
amsTS will be updated soon to contain more functionality
 

waaaks!

Zinctified
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ok maybe ill wait for the new mod for AoS

how about game time and revive timer in the multiboard?

do u have a demo map for that?
because my eyes are already destroyed due to reading in notepad and jass....
i can read more smoothly in jass than notepad

im sorry for this
 

Magentix

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Sure, I'm finishing up amsTS for Cohadar's Pyramidal Defense at the moment, and then I'll get started on amsAoS.

Mind it might take me a little longer than a day because I have my Uni exams next monday ;)

ok maybe ill wait for the new mod for AoS
how about game time and revive timer in the multiboard?
do u have a demo map for that?

Game time is already implemented as .AddClock() (shows up in the title), and revive timers shouldn't be hard to implement neither.

I'll post a demo map with pure AMS functions soon (harder to configure than the mod(s), but more adjustable to personal flavor)
AMS mods don't really need a demo map as all you need to do with those is fill in some true/false and values :)
 

Magentix

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amsTS v1.02:

NEW: Automatic updating of gold/lumber can be enabled
NEW: amsTS_SetTagValue and amsTS_SetScore functions

EXPERIMENTAL: Added auto-layout, works best when tag names are about equally wide
 

Cohadar

master of fugue
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Wait shit, you already made a mod for Pyramidal.
Why didn't you explicitly tell me ffs.

Time to try this out.
Be back in 10 min with some flaming...

EDIT:
Cannot convert real to integer in:
call amsTS.SetItemWidth(i,j,(max/1.80)+3.00)

There was like 15 of those errors.
So I decided to change this:
JASS:
method SetItemWidth takes integer row, integer col, real width returns nothing // was integer width

rather than changing all the calls.


EDIT2:
Well I am amazed, it works just like I wanted it to.
One small thing: all colors in multiboard are white,
what happened to the team colors?
 

Magentix

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Wait shit, you already made a mod for Pyramidal.
Why didn't you explicitly tell me ffs.

Time to try this out.
Be back in 10 min with some flaming...

EDIT:
Cannot convert real to integer in:
call amsTS.SetItemWidth(i,j,(max/1.80)+3.00)

There was like 15 of those errors.
So I decided to change this:
JASS:

method SetItemWidth takes integer row, integer col, real width returns nothing // was integer width

rather than changing all the calls.


EDIT2:
Well I am amazed, it works just like I wanted it to.
One small thing: all colors in multiboard are white,
what happened to the team colors?

I think I ran into the real-integer error myself before and updated AMS for it, could be wrong i'll check it.

To enable player colors, you can set the ENABLE_PLAYER_COLORS
Team colors currently colors just the team name, not all players in that team.

EDIT:
Yup, it was ok in my designing map, but I hadn't updated it here yet.
V3.01 online now

Well I am amazed, it works just like I wanted it to.

<3

Anyhow: a small bump with a question.

Bar from making mods that use AMS for you instead of you having to use AMS yourself... What would you suggest as a next big change towards getting AMS approved as a standard Multiboard library?

It's still a tad user-unfriendly as a raw system, but it allows for great mods to be made upon its foundations.

I basically need it to become so attractive to use that people will want nothing else than AMS for their multiboards.

So: any hints?
 

Cohadar

master of fugue
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You want impossible.
People don't want to mess with multiboards.
They are complex and boring.

They would rather just copy-paste proper multiboard into their map and be done with it.

And since 90% of map uses the same multiboard type it is totally reasonable to make a collection of mods and then simply let people use one that fits their needs the most.
 

Magentix

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Right, then mods it's going to be!

Anyhow: will update amsTS soon, i'll PM you when I do if you plan on using it in Pyramidal Defense.

After that, it's amsAoS...

AMS v3.02 - fixed a major bug with SetIconPath
 

Mike889

New Member
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Now i've found the amTS. You should post that link at the main post =D

Anyway, + rep, you system is amazing Magentix ^^


EDIT: When i tested the amTS at my map, my hero died and the Kills value hasen't increased. Maybe because he was not at the Gameplay Constants?

*I tried with the hero on the gameplay constants and the deaths count keep not increasing out.
 

Magentix

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Now i've found the amTS. You should post that link at the main post =D

Anyway, + rep, you system is amazing Magentix ^^


EDIT: When i tested the amTS at my map, my hero died and the Kills value hasen't increased. Maybe because he was not at the Gameplay Constants?

Do you call amsTS_IncreaseScore(Player,Tag,Amount) whenever a hero is killed?
 
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