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    posted a message on We have maps... But where are the "mods"?

    According to my understanding mods are supposed to be mapless modifications that you apply to the maps that you create later on. Like dependencies. So mods per se are only directly used by the map makers. The map player loads the mod with the map. So yeah, it's only maps. I'm not sure if you can surpass the 10MB limit per map this way, but I don't think so. If you think about the actual term mod(ification) then the current mods do their job quite well. If you think about full-out total conversions where totally new games are applied I wouldn't hope to see any of those any time soon.

    Posted in: General Chat
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    posted a message on If Else Command

    Yes, this is how it works. The Editor language is based on C.

    Basically all the triggers are ready-made lines of of code where you just choose your variables.

    Posted in: Triggers
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    posted a message on Trigger Headache
    Player1targetsPlayerX
        Events
            ------- new round or whatever
        Local Variables
        Conditions
        Actions
            Variable - Set Player1targetsPlayer = (Random integer between 0 and 10)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            Player1targetsPlayer == 1
                            And
                                Conditions
                                    Player1targetsPlayer == 2
                                    (Status of player 2) == Unused
                            And
                                Conditions
                                    Player1targetsPlayer == 3
                                    (Status of player 3) == Unused
                            And
                                Conditions
                                    Player1targetsPlayer == 4
                                    (Status of player 4) == Unused
                            And
                                Conditions
                                    Player1targetsPlayer == 5
                                    (Status of player 5) == Unused
                            And
                                Conditions
                                    Player1targetsPlayer == 6
                                    (Status of player 6) == Unused
                            And
                                Conditions
                                    Player1targetsPlayer == 7
                                    (Status of player 7) == Unused
                            And
                                Conditions
                                    Player1targetsPlayer == 8
                                    (Status of player 8) == Unused
                            And
                                Conditions
                                    Player1targetsPlayer == 9
                                    (Status of player 9) == Unused
                            And
                                Conditions
                                    Player1targetsPlayer == 10
                                    (Status of player 10) == Unused
                Then
                    Trigger - Run Player1targetsPlayerX 2  (Check Conditions, Wait until it finishes)
                Else
                    ------- Tell Player what his Target is
    

    I tell the trigger to do the following checks, if one of them doesn't work it repeats the trigger. 1.Check if target player is actually in the game. 2.Check if target is not equal to killer.

    Posted in: Triggers
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    posted a message on Trigger Headache

    maybe this helps:

    edit: see next post. (how do you delete a post??)

    Posted in: Triggers
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    posted a message on [Contest] (War3) Legacy Melee Remake

    I only started today so I hope there is enough time. I guess I will need 5-10 days to remake Twisted Meadows.

    • see below
    Posted in: Project Workplace
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    posted a message on data editor is going slow and need help

    Is the Overview Manager on by any chance? It can often slow things down.

    Posted in: Data
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    posted a message on Neural Parasite (Captured isn't treated as enemy)

    Months later. having the same problem.

    Posted in: Miscellaneous Development
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    posted a message on [Co-op Campaign]Shadow of the Xel'Naga

    Shadow of the Xel'Naga

    - Chapter 1 - Welcome To Bhekar Ro

    • Based on the correspondent StarCraft novel. Set between StarCraft 1 and Brood War.
    • Blizzard-like scenario map with classic objectives, cinematics, transmissions etc.
    • Playable in Singleplayer or Two-Player Co-Operative gameplay.
    • 3 Primary Objectives. 5 Secondary Objectives. Up to 45 minutes of gameplay.
    • Diverse gameplay, like escort cows, use vehicles to thresh units, control turrets, defend from waves.
    • 4 difficulty levels. UI and ingame help.
    • good-looking terrain, including weather and sound effects.

    - Scene 1

    Embed Removed: https://www.youtube.com/v/fMzGWmHEta4?fs=1

    Attention testers!

    The map is in very late beta stages but it NEEDS YOUR HELP to be completed. All I need is 40-50 minutes of your time to let me have a look as to how you play the map and gather any kind of feedback you can give me while playing and afterwards. If you are interested in becoming a tester and having your name appear on the credits feel free to respond to this thread with your Battle.net ID or add me directly (OutsiderXE.147). For EU players only.

    Are you hungry for more videos? Respond to this thread.

    Posted in: Project Workplace
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    posted a message on [Ability/Weapon] Manual weapon switch?

    Well, if any help is appreciated... You could make a dummy ability/button for the weapon switch. Then use triggers to remove weapon A and add weapon B whenever the button is pressed.

    Posted in: Data
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    posted a message on [solved] Game difficulty in the lobby

    The funny thing about the merge regions thing is that (at least for me), whenever you create a new region and want to merge it into an existing region that has custom color, name and is used in triggers, it never destroys that old region but merges the new one into it.

    But enough with the blabla... You can split merged regions with Ctrl+NumPad 0.

    I used to do that the hard way (creating new shapes inside the properties of a region) until I read an official Blizzard mapping faq that was posted on Mapster.com-frontpage. God, I miss those faqs :(

    Hopefully Blizzard changes the way regions are handled and lets us actually paint them like textures :)

    @zeldarules28 it's nice to know that you can learn from me. Your tutorials were actually the first I read when I started with the SC2 Editor. They helped me a lot when moving from WC3 to SC2 :D

    Posted in: Miscellaneous Development
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    posted a message on [solved] Game difficulty in the lobby

    There must be something that some units have in common, something that seperates them into groups. unit type, position on map. Or maybe you should use fewer difficulties. I'm sorry I don't have a solution. I use 45 lines for roughly 200 units and 4 difficulty settings. I place regions under each unit that should be manipulated by a difficulty variable and combine these(In case you didn't know: You can combine regions with NumPad 0). Then I need only one line to remove all units in each of these regions (because they are combined).

    Posted in: Miscellaneous Development
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    posted a message on [solved] Game difficulty in the lobby

    As far as I understand AI difficulty is different than map difficulty. My theory is that AI difficulty is used for melee type and has 6 different difficulty levels which can be seperate for each AI player. On the other hand mission difficulty determines the the difficulty of scenario as a whole, but is actually nothing more than a variable whose meaning has to be determined by the editor. One should then use triggers which refer to these difficulty settings in order to manipulate the map.

    The bottom half of my screenshot shows how the lobby settings determined the overall difficulty. With If/Then/Else Triggers I manipulate the game world. For example: I have regions that are named "Difficulty - Remove Brutal", "Difficulty - Remove Hard" or "Difficulty - Remove Normal". There are different types of units in each region. I have triggers that tell the game to remove these units depening on the difficulty chosen in the game lobby.

    There could be a way to do it your way, but I think I remember seeing maps of Blizzard where they do both.

    add: I just looked at a Blizzard map. They actually have only 4 difficulty settings where "our" usual sixes are, all differently named. I wonder how they do it...

    add2: I did some further digging. There seem to be settings in the Data Edtior (Gampleay Data-Default Gameplay Setting-Difficulty Level+) that control these. It's what Blizzard used to have 4 uinstead of 6 difficulty levels, but it shouldn't bother us since we have to do things by the lobby.

    In any way: The first screenshot you posted is the best example: The difficulty in there isn't about overall map difficulty but the difficulty specific to the (AI) Player who uses that unit. This setting can also be manipulated in the lobby, but only for that player. Best example are melee maps where you can set difficulty levels for each player.

    Posted in: Miscellaneous Development
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    posted a message on Custom soundtrack ....

    I know this is old but in case someone does a search:

    You have to create a new SoundTRACK file in the data editor and connect it to your new sound file in its Cues field.

    Posted in: Triggers
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    posted a message on critical strike in Blizzard Dota is actually using triggers to do the same damage effect again.

    I would think these mods they announced a while back were the attempt to look at the editor from an end users perspective. I think they mostly had time for it right after their work on WoL was finished and HotS was still in a very early development stage. I would assume that they have started working on HotS maps and these mods have become of secondary importance.

    Many people needlessly bash the skill of Blizzard level designers while not taking into consideration the actual limitations they have to work with. They have to make RTS-type maps which need to be perfectly polished in a specific time frame. We on the other hand get to create whatever stuff we like, whenever we like. Many of these ideas are very cool but rarely do you ever see anything well polished.

    Posted in: General Chat
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    posted a message on [solved] Game difficulty in the lobby

    I've had the same problems today and I figured it out. I've attached a screenshot to this post. It's not a complete tutorial but with what you'Ve posted I figured that you are experienced enoguh to understand it.

    Posted in: Miscellaneous Development
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