I have added some functionality to the HashTable portion of Table based on your recommendation a year or two ago. If you still have use for it, you can find it in the latest post in the thread (as it is a preview at the moment).
You should really put more effort in providing precise demo code in help threads. ^^ Like in your previous thread, not related map things and code logics just make the process for us others so much slower and harder.. And when isolating the problem, you often can find the bug easier yourself, too.
2nd melee contest poll started, in the link you can (if you wish) download all the maps from the zip file, see them all and rate what do you think are the 5 best maps. If you don´t have competitive melee knoledge, is okay, you can use other criteria like: enviroment, effort, map shape and others. The general public opinion is important to define 20% of the final score https://www.hiveworkshop.com/threads/melee-mapping-contest-2-poll.308814/
Yo I had issues getting your farm land generator working. Also I'd like to expand on that system via spawning destructible crops. This would tie in perfectly with a custom resource system based off of destructibles that is being developed for my map. Or if you can just help me get that system working, I'd really appreciate it + map credits.
And did you get that wall system working? I managed to implement the original construction/wall system from massivemaster's map onto my new medieval map.
However, I'm having some trouble with built ladders and the ladder carrier's ability - are you well versed with that map's triggers and possibly know how to fix it?
Or I can send you the map and you can do some troubleshooting if you're generous enough to help me. Its cool if you're busy or not interested, peace.
Yes, i have a system which is really neat! Basically, it is an array struct where the player index is the struct ID. Whenever i add buttons to the dialog, i also attach a button ID to it, which i have saved as constants (for instance BTN_YES = 15, BTN_NO = 16, etc). I also have a method for registering triggers to button IDs by saving them in a hashtable using the ID as key. Whenever a button is pressed, it attempts to load a trigger from the hashtable using the button ID and execute it. It also stores important data such as the triggering player etc. It's a bit hard to explain, but you can have a look at the system here. It's a bit hackmeat since i've been adding stuff bit by bit, but it works fine in my map.
Yeah, i fixed the debts (at least i think so). I also increased the interval at which the sunken city spawns, you can check out my WIP changelog here. The AI is disabled for multiplayer, or are you talking about single player?
Wow Pinzu, you're actually right! There was a misplaced line for when you upgrade wealth on a capped city which causes a desync. Nice catch! I will upload a new version ASAP with this fixed. Keep looking for sources of desync!
Yes, sorry i could not respond - just use an agent to throw a viral canister, or use the canister ability of the artillery. Note that you can infect your own units aswell, and sacrifice them to make the infection take hold.