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    posted a message on [Data] Colliding Projectiles

    @Kueken531: Go

    Looks very nice. Much better structure than a lot of tutorials nowadays. Glad to be of service.

    Posted in: Tutorials
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    posted a message on [Misc] How to place minerals/geysers/resources near map borders/edges

    @Alphadrant:

    It's not a bug - you can't generally place any unit near the borders of the map. The reason is that you can't place a unit in the editor beyond the camera bounds, which can be shrunk to a minimum of 4 units away from the map edge.

    Another solution is to expand your map's bounds, place your units, then shrink the bounds back.

    Posted in: Tutorials
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    posted a message on Any [Spoiler] or [Hidden] - Tags available?

    Just copy and paste this code into your post.

    <div style="margin: 5px 20px 20px;">
    <div class="alt2" style="text-align: right; margin: 0px; padding: 6px; border: 1px;"> 
    	<span style="float: left; padding-top: 2px;">Spoiler: Here's an example&nbsp;</span>
    	<input value="Show" style="margin: 0px; padding: 0px; width: 80px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.value = 'Show';}" type="button">
    </div>
    
    <div style="padding-top: 4px;"> 
    	<div class="alt2" style="display:none; margin: 0px; padding: 6px; border: 1px inset;"> 
    		This is spoiler text.
    	</div>
    </div>
    </div>
    

    It is in fact using Markdown. There are five parts you need to know about.

    1. In the third line, inside the <span>, there is a string that is your title text that appears next to your button.
    2. In the fourth line, the very first parameter <value> is the initial text for the button.
    3. Later in the fourth line after the first if statement, you see "this.value =". The value after that is what the text in the button changes to when pressed.
    4. Even later in the same line, you see "this.value =" again. This is what the text changes back to.
    5. In the second group of code within the deepest <div> tag is the most important part of your tag - the hidden text.

    The downside to this is you have to use Markdown, which means you have to know Markdown syntax to make this look at all fancy. The syntax is here, though, and it's kinda like the illigitimate child between WikiCreole and regular HTML.

    Posted in: General Chat
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    posted a message on Any [Spoiler] or [Hidden] - Tags available?
    <div style="margin: 5px 20px 20px;"> <div class="alt2" style="text-align: right; margin: 0px; padding: 6px; border: 1px;"> <span style="float: left; padding-top: 2px;">Spoiler: Here's an example </span> <input value="Show" style="margin: 0px; padding: 0px; width: 80px; font-size: 10px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.value = 'Show';}" type="button"> </div> <div style="padding-top: 4px;"> <div class="alt2" style="display:none; margin: 0px; padding: 6px; border: 1px inset;"> This is spoiler text. </div> </div> </div>

    Hot freakin damn, I did it. Source in next post.

    Posted in: General Chat
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    posted a message on Any [Spoiler] or [Hidden] - Tags available?

    Solution in lower post.

    Posted in: General Chat
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    posted a message on Any [Spoiler] or [Hidden] - Tags available?
    Now this is bloody annoying. I'm using the Safe HTML to try and build it myself, and am running into issues with the limitations of Safe HTML. The button and label show up, but it doesn't change from "Show" to "Hide" when clicked, and the "Test" is supposed to be in the hidden part of the tag.
    Posted in: General Chat
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    posted a message on Any [Spoiler] or [Hidden] - Tags available?

    There's a way to use [spoiler] tags using BBCode, but the tag has to be created by an admin first since its not a native tag to BBCode.

    This place has all the info needed to make the tag. An admin just has to copy and paste the tag code to the appropriate place, and voila! We have spoiler tags!

    Otherwise, nada. I looked through the markup syntax for all the available types, and none of them have native support for spoiler tags. Unless there's already a custom tag (which I doubt, otherwise at least the admins and mods would know about it) then we're out of luck.

    Posted in: General Chat
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    posted a message on Dixel's TD

    I can host this for US.

    Posted in: Map Feedback
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    posted a message on Why does this error appear?!

    @Kueken531: Go

    I dunno, I've seen it work both ways. I use an array of size 8, for example, and both indeces 0 and 8 work.

    But yeah, it stopped showing the error for me. I'll take another look at it later, but maybe it's your comp?

    Posted in: Triggers
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    posted a message on Why does this error appear?!

    I believe the problem is inside your function. You try to set a unit's custom value(0) to a value. I think that the custom value of a unit behaves in generally the same way as arrays do. The first index is 1.

    The unit still doesn't attack, but that might be planned. In any rate, the error doesn't pop up anymore when I try to attack with Zeratul.

    Posted in: Triggers
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    posted a message on [Dungeon Wars] - Out of Beta, Video Included

    @Zsteven44: Go

    Did you even read the post immediately above yours? Or any of the others for that matter?

    Posted in: Map Feedback
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    posted a message on opening doors?

    @Reaper872: Go

    It looks like the doodad you are looking for is actually a unit. In the SC2Campaign dependency there is a bunch of units called Metal Gate, and each has a raised and a lowered version. The raised version, when preplaced, has a Open Gate ability and, after opened, has a Close Gate ability. I haven't taken a close look, but I suspect these doors to be the same as the doors used in Room Wars.

    Open up the THorner05S map to learn more about it.

    Posted in: Terrain
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    posted a message on [Dungeon Wars] - Out of Beta, Video Included

    @Pottfish: Go

    I'm not even going to mention that you just readily accepted Szei's point in a heartbeat after I've spent the past few posts saying the exact same thing. I've resigned myself to the fact that if you cared about what I had to say, you would have said so when I first said it. It obviously can't be because you think I'm wrong, because you think Szei is right and we said the exact same thing. But whatever.

    Here's my review of the game itself.

    For the most part, it is a Jurassic Park/Kodo Tag clone. Right off the bat, you are given a worker (Imp) and a Dungeon Keeper and are told to go off and build a base, complete with walls, towers, and unit-spawning structures. In fact, the only real difference between this map and WC3's Kodo Tag is that there are "heroes" placed around the map that are much tougher, but provide a much bigger payoff.

    That said, there is some of nostalgia in the units themselves being named after units in Dungeon Keeper, even though there is some artistic license in the actual units you can spawn (such as being able to spawn a cleric, even though that is a human unit in DK and therefore only obtainable via torture).

    You start off with an amount of gold that you will easily not see again for a while, so there is the possibility of players abusing this and only building the portal building and spawning the best units right off the bat. However, most of those units are equipped to deal with the massive/heroic units you will typically be fighting later on in the game, and are thus ill equipped to be fighting off the early hordes.

    There is some praise in a bit of originality in having the worker not be the guy you are trying to protect. That guy is your Dungeon Keeper: a hero that is quite strong in his own right, but when alone can easily be overrun and killed. Back him up with some trolls, on the other hand, and he is an insta-killing machine.

    This bit of originality, however, seems to have the two-edged sword aspect in that the worker is invincible, making him the perfect scout and spy when he isn't building stuff which, given the limited number of buildings actually available, can happen a lot. And given the free-for-all feel of this map, this can easily become an unfair advantage over someone with an air-tight defense that the unit actually designed for scouting (Firefly) can't even walk in close proximity of without being smashed to a bloody pulp.

    Here's some of the other minor gameplay bugs/annoyances I found:

    • The Dungeon Keeper's knock back spell doesn't actually knock units back - it merely damages them.
    • The spine crawlers positioned around the map (usually around hero units) make it extremely hard to kill those heroes early game, the trade-off of the units lost to the spine crawlers not being made up for by killing the heroes they protect. Also, if you start the game near a group of them, they can easily cripple if not kill your Dungeon Keeper.
    • The limited selection of buildings and spells coupled with the lack of any surprises (nothing unlocks anything else) make the game to be a rather straightforward and therefore boring experience. If I might make a suggestion, make spells/items available as droppable items by heroes. This both gives a sense of exploration and gives a bigger reason to go after the heroes at all. It will also give another reference to your map's namesake.
    • The unit "Solar" is visible on the minimap and through the fog of war. And when it finally reached me, it killed all of my units in about half a second, leaving my Dungeon Keeper wide open to direct attack. He was dead before I had time to retreat him. That is one seriously broken unit.
    • There is no clear objective.

    There. I played your map and gave my honest opinion about it. It has some potential, but currently holds little as far as something that distinguishes it from all the other Base Survival maps out there, but as this map is still in beta, that isn't necessarily my final opinion.

    Oh, and by the way. The map itself holds reference to Dungeon Keeper in names only, but the title "Dungeon Keeper" is flaunted at every turn. Not only that, but you use the bloody Dungeon Keeper logo in both your map preview and the loading screen. So forgive me if I expected the game to be a bit more like Dungeon Keeper and less like what it actually is. Correct that by simply adding a descriptive suffix to your title like ZealNaga, Szei and I have been telling you to do, and you will get far less confusion from your testers and your end consumers.

    Posted in: Map Feedback
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    posted a message on Nydus "spawning" units causes lag

    Have you narrowed down exactly what is causing the trigger to lag?

    Posted in: Triggers
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    posted a message on Still having problems with this

    @Vietman: Go

    It's highly unlikely that two players will hit the button at EXACTLY the same time, but if it happens, just choose one at random.

    Posted in: Triggers
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