- Joined
- Aug 15, 2012
- Messages
- 318
Ok well I have 2 triggers that conflict with eachother but not in a bad way its just basically makes 1 person rigged with more than 1 hero. But my issue is that if a player in my RPG loads thier hero the hero select is still in the map and since the hero select is created via a trigger there is no way to have it if player types -load remove etc. I am using NPS save/load system and have a interger spawn system for players that are playing to create the unit that I dont want to have in game if play loads hero heres let me know what triggers you need to see or I can just pm you the map.
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Initialization
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Events
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Map initialization
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Conditions
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Actions
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Custom script: set udg_CreepTable = InitHashtable()
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Player((Integer A))) slot status) Equal to Is playing
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Then - Actions
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Set TempLoc1 = ((Player((Integer A))) start location)
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Unit - Create 1 The Decision for (Player((Integer A))) at TempLoc1 facing Default building facing degrees
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Player - Add 1 to (Player((Integer A))) Available free Heroes
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Custom script: call RemoveLocation(udg_TempLoc1)
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Custom script: set udg_TempLoc1 = null
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Else - Actions
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-------- Initialize Systems --------
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Trigger - Run NPS Initialization <gen> (ignoring conditions)
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Trigger - Run Order Test <gen> (ignoring conditions)
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Trigger - Run Icons <gen> (ignoring conditions)
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Trigger - Run Indestructable Doors <gen> (ignoring conditions)
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Trigger - Run Meet the King Quest <gen> (ignoring conditions)
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Trigger - Run Unit Indexer <gen> (ignoring conditions)
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NPS Load
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Events
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Player - Player 1 (Red) types a chat message containing -load as A substring
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Player - Player 2 (Blue) types a chat message containing -load as A substring
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Player - Player 3 (Teal) types a chat message containing -load as A substring
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Player - Player 4 (Purple) types a chat message containing -load as A substring
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Player - Player 5 (Yellow) types a chat message containing -load as A substring
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Player - Player 6 (Orange) types a chat message containing -load as A substring
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Player - Player 7 (Green) types a chat message containing -load as A substring
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Player - Player 8 (Pink) types a chat message containing -load as A substring
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Player - Player 9 (Gray) types a chat message containing -load as A substring
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Player - Player 10 (Light Blue) types a chat message containing -load as A substring
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Player - Player 11 (Dark Green) types a chat message containing -load as A substring
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Player - Player 12 (Brown) types a chat message containing -load as A substring
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Conditions
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Actions
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Set NPS_Password = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
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Game - Display to (All players) for Text_Display_Time seconds the text: -------------------...
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Game - Display to (All players) for Text_Display_Time seconds the text: (User Input: + NPS_Password)
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Game - Display to (All players) for Text_Display_Time seconds the text: -------------------...
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Trigger - Run NPS L Input Data Only <gen> (checking conditions)
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Trigger - Run NPS L Write Password to Buffer <gen> (checking conditions)
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Trigger - Run NPS L Convert Buffer to Bits <gen> (checking conditions)
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Trigger - Run NPS L Convert Bits to Data <gen> (checking conditions)
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-------- Once all bits of data are removed off buffer Clear extra bits input --------
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Trigger - Run NPS Load Info <gen> (checking conditions)
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Set NPS_Buffer_Bits = <Empty String>
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-------- ----------------------------------------------------------------------------------------------- --------
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Trigger - Run NPS L Validate CRC Check <gen> (checking conditions)
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NPS L Input Data Only
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Events
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Conditions
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Actions
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For each (Integer LoopInt1) from 1 to (Length of NPS_Password), do (Actions)
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Loop - Actions
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Set TempBoolean = False
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For each (Integer LoopInt2) from 1 to (Length of NPS_CMap), do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Substring(NPS_Password, LoopInt1, LoopInt1)) Equal to (Substring(NPS_CMap, LoopInt2, LoopInt2))
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Then - Actions
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Set TempBoolean = True
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TempBoolean Equal to False
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Then - Actions
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Set NPS_Password = ((Substring(NPS_Password, 1, (LoopInt1 - 1))) + (Substring(NPS_Password, (LoopInt1 + 1), (Length of NPS_Password))))
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Else - Actions
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NPS L Write Password to Buffer
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Events
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Conditions
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Actions
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Set NPS_Buffer_Bits = <Empty String>
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Set NPS_Buffer_Ptr = 1
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-------- For Each Charcter Write Data to buffer --------
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For each (Integer LoopInt1) from 1 to (Length of NPS_Password), do (Actions)
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Loop - Actions
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-------- Search For Charcter and Write String to buffer --------
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For each (Integer LoopInt2) from 1 to (Length of NPS_CMap), do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Substring(NPS_Password, LoopInt1, LoopInt1)) Equal to NPS_CMap_Char[LoopInt2]
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Then - Actions
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Set NPS_Buffer_Bits = (NPS_CMap_Bits[LoopInt2] + NPS_Buffer_Bits)
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Trigger - Run NPS Debug Load Buffer Add <gen> (checking conditions)
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Trigger - Run NPS L Convert Buffer to Bits <gen> (checking conditions)
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Else - Actions
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-------- Once all data has been extracted -- Resize buffer to fix extraction size --------
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-------- Bug Fix Oct 20, 2005 Temp Fix --------
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Set NPS_Data_Bits[NPS_Buffer_Ptr] = (Substring(NPS_Buffer_Bits, (Max(1, (((Length of NPS_Buffer_Bits) - NPS_Data_Int_BitsRq[NPS_Buffer_Ptr]) + 1))), (Length of NPS_Buffer_Bits)))
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Set NPS_Buffer_Bits = (Substring(NPS_Buffer_Bits, 1, ((Length of NPS_Buffer_Bits) - NPS_Data_Int_BitsRq[NPS_Buffer_Ptr])))
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Set NPS_Buffer_Ptr = (NPS_Buffer_Ptr + 1)
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NPS L Convert Buffer to Bits
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Events
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Conditions
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Actions
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For each (Integer LoopInt3) from 1 to 1, do (Actions)
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Loop - Actions
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-------- ------------ --------
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Set NPS_Data_Bits[NPS_Buffer_Ptr] = <Empty String>
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Length of NPS_Buffer_Bits) Not equal to 0
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(NPS_Data_EntryCount + 2) Greater than or equal to NPS_Buffer_Ptr
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(Length of NPS_Buffer_Bits) Greater than or equal to NPS_Data_Int_BitsRq[NPS_Buffer_Ptr]
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Then - Actions
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-------- Write Bits To Data --------
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Set NPS_Data_Bits[NPS_Buffer_Ptr] = (Substring(NPS_Buffer_Bits, (Max(1, (((Length of NPS_Buffer_Bits) - NPS_Data_Int_BitsRq[NPS_Buffer_Ptr]) + 1))), (Length of NPS_Buffer_Bits)))
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-------- Remove Bits From Buffer --------
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Set NPS_Buffer_Bits = (Substring(NPS_Buffer_Bits, 1, ((Length of NPS_Buffer_Bits) - NPS_Data_Int_BitsRq[NPS_Buffer_Ptr])))
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Trigger - Run NPS Debug Load Bits Removed <gen> (checking conditions)
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-------- Update Pointer --------
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Set NPS_Buffer_Ptr = (NPS_Buffer_Ptr + 1)
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-------- Loop --------
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Set LoopInt3 = 0
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Else - Actions
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-------- Unable to Extract any more bits (Exit Loop) --------
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NPS L Convert Bits to Data
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Events
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Conditions
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Actions
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For each (Integer LoopInt1) from 1 to (NPS_Data_EntryCount + 1), do (Actions)
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Loop - Actions
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Set NPS_Data_Int[LoopInt1] = 0
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For each (Integer LoopInt2) from 1 to NPS_Data_Int_BitsRq[LoopInt1], do (Actions)
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Loop - Actions
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Set NPS_Data_Int[LoopInt1] = (NPS_Data_Int[LoopInt1] + ((Integer((Substring(NPS_Data_Bits[LoopInt1], ((Length of NPS_Data_Bits[LoopInt1]) - (LoopInt2 - 1)), ((Length of NPS_Data_Bits[LoopInt1]) - (LoopInt2 - 1)))))) x (Integer((Power(2.00, (Real((LoopInt2 - 1)))))))))
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Trigger - Run NPS Debug Load Data Converted <gen> (checking conditions)
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NPS L Validate CRC Check
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Events
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Conditions
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Actions
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Set TempInt1 = 0
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For each (Integer LoopInt1) from 1 to NPS_Data_EntryCount, do (Actions)
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Loop - Actions
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Set TempInt1 = ((TempInt1 + NPS_Data_Int[LoopInt1]) mod (Integer((Power(2.00, (Real(NPS_Data_Error_Bits)))))))
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-------- Calculate Player Name Data Check --------
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Set TempString = 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz_
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For each (Integer LoopInt1) from 1 to (Length of (Name of (Triggering player))), do (Actions)
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Loop - Actions
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-------- Setup String to calculate player name values --------
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For each (Integer LoopInt2) from 1 to (Length of TempString), do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Substring((Name of (Triggering player)), LoopInt1, LoopInt1)) Equal to (Substring(TempString, LoopInt2, LoopInt2))
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Then - Actions
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Set TempInt1 = ((TempInt1 + LoopInt2) mod (Integer((Power(2.00, (Real(NPS_Data_Error_Bits)))))))
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Else - Actions
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-------- Calculate Unique Password system --------
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Set TempString = 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz
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For each (Integer LoopInt1) from 1 to (Length of Map_Creator_Name), do (Actions)
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Loop - Actions
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-------- Setup String to calculate player name values --------
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For each (Integer LoopInt2) from 1 to (Length of TempString), do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Substring((Name of (Triggering player)), LoopInt1, LoopInt1)) Equal to (Substring(TempString, LoopInt2, LoopInt2))
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Then - Actions
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Set TempInt1 = ((TempInt1 + LoopInt2) mod (Integer((Power(2.00, (Real(NPS_Data_Error_Bits)))))))
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Else - Actions
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-------- ---------------------------------------------------- --------
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-------- ---------------------------------------------------- --------
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Trigger - Run NPS Validate Info <gen> (checking conditions)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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TempInt1 Not equal to NPS_Data_Int[(NPS_Data_EntryCount + 1)]
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Then - Actions
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Game - Display to (Player group((Triggering player))) the text: |c00FF0000ERROR INV...
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Else - Actions
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Game - Display to (Player group((Triggering player))) the text: |c0000FF00Valid Inp...
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Trigger - Run NPS L Write Data to Unit <gen> (checking conditions)
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Last edited:
