I've heard that it's currently not possible to make a "true" campaign. The best that is possible right now is to define which map is loaded next, but the first map must still be opened manually (map file dragged over the starcraft II shortcut). Even the well-done StarCraft 1 mod can only contain the unit types so they don't need to be loaded into each map.
Anyway, now to my question: Is it possible to recreate the upgrade system from the Sons of Liberty campaign? You know, the unit enhancements and zerg/protoss research stuff. I could find the map containing the triggers (TStory01.SC2MAP), but no mod file combining all of the stuff to the next map.
I don't mind creating something functioning myself through some trial & errr, but before I waste a week or two on this: Is it actually possible or not?
Welcome to sc2mapster! :D Feel free to send me a PM if you need anything!
I would say yes, it's "possible". But not exactly in the way blizzard did it. You could save all of that information into a bank file. For example, you would have your "home base" map file, which would work like the hyperion. You can look around and buy things. When you go to launch the next mission, the game would check your bank files to see which missions are available, and then display those. All of the information could be saved via banks. Of course, this means that players could hack the banks and give themselves all the items in the very beginning.
Welcome to sc2mapster! :D Feel free to send me a PM if you need anything!
I would say yes, it's "possible". But not exactly in the way blizzard did it. You could save all of that information into a bank file. For example, you would have your "home base" map file, which would work like the hyperion. You can look around and buy things. When you go to launch the next mission, the game would check your bank files to see which missions are available, and then display those. All of the information could be saved via banks. Of course, this means that players could hack the banks and give themselves all the items in the very beginning.
Thank you, I am indeed new here. That's why I checked theTrigger Libraries and Data Assets archives in case someone has done what I'm looking for already, but doesn't seem so.
I also admit that I don't work with the editor for too long (only got the game 2 months ago) but if it's technically possible, I'll look into it and try to make it work.
Of course, this means that players could hack the banks and give themselves all the items in the very beginning.
Actually that would be great if you could do so in the SoL campaign - just to have everything from the start. Having obtained all but one single-player achievement, this would be a perfect last playthrough.
Sorry for the late question, but I'm currently finishing the system I described above, and there is only one problem left to solve before I can complete it.
What is the exact Action to save the upgrade data from a player? Also, which variable type must I use? I've been looking for it all night and I can't seem to find the solution.
What is the exact Action to save the upgrade data from a player? Also, which variable type must I use? I've been looking for it all night and I can't seem to find the solution.
integers, game-link upgrade if that's what you mean, if not then you can always create own database based on any variable like if x=1 then set upgradex = 1
I am intrested about this subject. I haven't even linked my campaign maps together yet. How to do that?
TheAzureguy if you make any progress please post files / tutorials about this thing.
Of course I will. I'll use the system for the campaign I'm currently working on, and unlike other modders I'll not encrypt my bank files (I use another anti-cheat system instead). Once I've finished the demo, I'll publish it and then everyone can check out the system for themselves.
I hate upgrades...
After following and setting up a new map, I tried to make an upgrade system. However, I just can't seem to get it to work!
I can save the status of specific upgrades, but I can't load specific upgrades and instead only the score value. Like Nerfpl said, upgrades can be saved via "Type: Game Link - Link Type: Upgrade". However, this setup isn't available when loading it, and the closest I get is "Type: Game Link - Link Type: Score Value". The inability to change the link type makes this unnecessarily difficult.
I did some testing about banking. And I partly created bank system. Idea was to add money for player like in campaign. For example if player 1 completes mission1 he gain 1000 money and it is saved to bank. I abandoned my idea becuase its getting too messy to handle. Anyway I learned something about banking =)
Its easily possible you just need to create own database of possible upgrades. You just need to get motivation and set it up step by step.
Something like: On give, store int upgrade31 = 1, etc etc, on load, for each n from 0 to XX, Set Upgrade[n] = Load int Upgrade+n . thats it, all you need is database.
You can make it so flexible that in the end to add new upgrades you will just add it to database and increase total amount of them and it will store/restore them automaticly.
Its easily possible you just need to create own database of possible upgrades. You just need to get motivation and set it up step by step.
Something like: On give, store int upgrade31 = 1, etc etc, on load, for each n from 0 to XX, Set Upgrade[n] = Load int Upgrade+n . thats it, all you need is database.
You can make it so flexible that in the end to add new upgrades you will just add it to database and increase total amount of them and it will store/restore them automaticly.
Dude, you just saved me a lot of work! I just save the level of each upgrade in an integer and save that, and when I load it I just check throught all upgrades and the system will do the rest. I wanted to do the same, expect that I would use integers for each upgrade as an activator. The trigger would check if the integer is 0,1,2 or 3 and would set the upgrades accordingly. But the method you're implying is much more better.
Thanks for your help everyone, the system is coming along nicely. If anything goes well, I'll finish the system this month.
I've got good news for everyone who is waiting for the upgrade system: it's nearing its completion.
Since the system is used for my campaign, it needs to be completed before I can use it on any map. Especially since the campaign has a new game +, even the first maps must support the unit group, upgrade and leftover feature. So I've been working on the past 2 weeks to finish the damn thing.
With great success: It's almost done, and once it's done I'll implement it on the maps and test it under real-life circumstances. Once it's 100% fested and bullutproof, I'll make a tutorial and example map for it. This will happen at the end of this month (20th-30th), or early September at the very latest.
I thank everyone for their support, it wouldn't have been possible without you (and some other threads I found here and there).
When you have working system can you post some sort of very simple example. I would like to add something like that to my own campaign.
Example:
If you complete bonus objective in mission1 some unit / research is allowed for you in all campaign missions.
Or something simliar that can be done without huuuuge amount of triggers =) So I mostly need some sort of help with banking system.
When did my own money bank system I faced problem that you get money every time you complete some thing. Like complete bonus objective1 - gain 1000 money. This way you can complete same thing many times and get endless amount of money.
This is it everyone, the working proof-of-concept. I thank everyone of you for helping me out on my problems I had in the past, no matter how big or small, how common or uncommon they were (I'm referring to other threads I made in other sections as well). Now everything works, and I'll fulfill my promise and make a tutorial in the next few days.
I won't be able to make a full tutorial right now, too much work to do in real-life at the moment. Instead, I've made a map with comments in it. If you're at least somewhat experienced with the editor, it should suffice.
No need to credit me, just spread the word about my project, Terran Tactics.
It is possible, for so I've done it before...
YES you can do it the way blizzard did it, you need to create a small portion of your map a little area with the SS_/SM_ Units...
It would require many triggers, I've only done a portion, but it took way too long just to do 2 upgrades... So I abandoned it, (sadly deleted map so I couldn't publish on sc2mapster)
The only problem I have with triggers is the Variables, (and some conditions, not much though)
Variables are just so confusing to me...
But I've managed to do it, that means you can do it...
OH wow, just saw you made it work, but not the way Blizzard did it, hope my post helped just a tiny bit to make it like Blizzard's...
I've heard that it's currently not possible to make a "true" campaign. The best that is possible right now is to define which map is loaded next, but the first map must still be opened manually (map file dragged over the starcraft II shortcut). Even the well-done StarCraft 1 mod can only contain the unit types so they don't need to be loaded into each map.
Anyway, now to my question: Is it possible to recreate the upgrade system from the Sons of Liberty campaign? You know, the unit enhancements and zerg/protoss research stuff. I could find the map containing the triggers (TStory01.SC2MAP), but no mod file combining all of the stuff to the next map.
I don't mind creating something functioning myself through some trial & errr, but before I waste a week or two on this: Is it actually possible or not?
@TheAzureguy: Go
Welcome to sc2mapster! :D Feel free to send me a PM if you need anything!
I would say yes, it's "possible". But not exactly in the way blizzard did it. You could save all of that information into a bank file. For example, you would have your "home base" map file, which would work like the hyperion. You can look around and buy things. When you go to launch the next mission, the game would check your bank files to see which missions are available, and then display those. All of the information could be saved via banks. Of course, this means that players could hack the banks and give themselves all the items in the very beginning.
Thank you, I am indeed new here. That's why I checked theTrigger Libraries and Data Assets archives in case someone has done what I'm looking for already, but doesn't seem so. I also admit that I don't work with the editor for too long (only got the game 2 months ago) but if it's technically possible, I'll look into it and try to make it work.
Actually that would be great if you could do so in the SoL campaign - just to have everything from the start. Having obtained all but one single-player achievement, this would be a perfect last playthrough.
Sorry for the late question, but I'm currently finishing the system I described above, and there is only one problem left to solve before I can complete it.
What is the exact Action to save the upgrade data from a player? Also, which variable type must I use? I've been looking for it all night and I can't seem to find the solution.
integers, game-link upgrade if that's what you mean, if not then you can always create own database based on any variable like if x=1 then set upgradex = 1
I am intrested about this subject. I haven't even linked my campaign maps together yet. How to do that?
TheAzureguy if you make any progress please post files / tutorials about this thing.
Of course I will. I'll use the system for the campaign I'm currently working on, and unlike other modders I'll not encrypt my bank files (I use another anti-cheat system instead). Once I've finished the demo, I'll publish it and then everyone can check out the system for themselves.
I hate upgrades... After following and setting up a new map, I tried to make an upgrade system. However, I just can't seem to get it to work!
I can save the status of specific upgrades, but I can't load specific upgrades and instead only the score value. Like Nerfpl said, upgrades can be saved via "Type: Game Link - Link Type: Upgrade". However, this setup isn't available when loading it, and the closest I get is "Type: Game Link - Link Type: Score Value". The inability to change the link type makes this unnecessarily difficult.
Look at the attached pictures for details.
Any ideas?
Edit: nvm, I found a workaround for this.
I did some testing about banking. And I partly created bank system. Idea was to add money for player like in campaign. For example if player 1 completes mission1 he gain 1000 money and it is saved to bank. I abandoned my idea becuase its getting too messy to handle. Anyway I learned something about banking =)
Its easily possible you just need to create own database of possible upgrades. You just need to get motivation and set it up step by step.
Something like: On give, store int upgrade31 = 1, etc etc, on load, for each n from 0 to XX, Set Upgrade[n] = Load int Upgrade+n . thats it, all you need is database.
You can make it so flexible that in the end to add new upgrades you will just add it to database and increase total amount of them and it will store/restore them automaticly.
Dude, you just saved me a lot of work! I just save the level of each upgrade in an integer and save that, and when I load it I just check throught all upgrades and the system will do the rest. I wanted to do the same, expect that I would use integers for each upgrade as an activator. The trigger would check if the integer is 0,1,2 or 3 and would set the upgrades accordingly. But the method you're implying is much more better.
Thanks for your help everyone, the system is coming along nicely. If anything goes well, I'll finish the system this month.
Glad you understand it :)
I've got good news for everyone who is waiting for the upgrade system: it's nearing its completion.
Since the system is used for my campaign, it needs to be completed before I can use it on any map. Especially since the campaign has a new game +, even the first maps must support the unit group, upgrade and leftover feature. So I've been working on the past 2 weeks to finish the damn thing.
With great success: It's almost done, and once it's done I'll implement it on the maps and test it under real-life circumstances. Once it's 100% fested and bullutproof, I'll make a tutorial and example map for it. This will happen at the end of this month (20th-30th), or early September at the very latest.
I thank everyone for their support, it wouldn't have been possible without you (and some other threads I found here and there).
When you have working system can you post some sort of very simple example. I would like to add something like that to my own campaign.
Example:
Or something simliar that can be done without huuuuge amount of triggers =) So I mostly need some sort of help with banking system.
When did my own money bank system I faced problem that you get money every time you complete some thing. Like complete bonus objective1 - gain 1000 money. This way you can complete same thing many times and get endless amount of money.
I'll be making a note here: Huge Success!
This is it everyone, the working proof-of-concept. I thank everyone of you for helping me out on my problems I had in the past, no matter how big or small, how common or uncommon they were (I'm referring to other threads I made in other sections as well). Now everything works, and I'll fulfill my promise and make a tutorial in the next few days.
Looks really good!
Waiting for your tutorial! =)
Really good looking planet selection system too.
Personally I propably want something more simple stuff than in this map.
I won't be able to make a full tutorial right now, too much work to do in real-life at the moment. Instead, I've made a map with comments in it. If you're at least somewhat experienced with the editor, it should suffice. No need to credit me, just spread the word about my project, Terran Tactics.
->See Attachment
Hey I have missed that post...
I will take a look at this map later today. I hope it helps me to do something useful :)
@TheAzureguy: Go
It is possible, for so I've done it before... YES you can do it the way blizzard did it, you need to create a small portion of your map a little area with the SS_/SM_ Units... It would require many triggers, I've only done a portion, but it took way too long just to do 2 upgrades... So I abandoned it, (sadly deleted map so I couldn't publish on sc2mapster) The only problem I have with triggers is the Variables, (and some conditions, not much though) Variables are just so confusing to me... But I've managed to do it, that means you can do it... OH wow, just saw you made it work, but not the way Blizzard did it, hope my post helped just a tiny bit to make it like Blizzard's...