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    posted a message on (unnofical) Summary of the recorded Blizzcon Q&A
    Quote from Bibendus: Go

    and general banks for map global scores

    That is the main reason I want server side banks (Map specific banks so that maps can have server-wide high scores, stats and rankings).

    They could also be used to make other fun things e.g. a map environment which can be dynamically influenced by the entire player base.

    Player-specific banks would also be cool though.

    Posted in: General Chat
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    posted a message on Regions Stop Working After Merging Too Many Shapes?

    Hey Entity. :)

    Yeah the limit is 50. Shapes 51 and onwards are not detectable with triggers. Like you I figured that out the hard way, haha. I should probably submit a bug report.

    Quote from Mille25: Go

    As an example, the random point in region function has a certain chance to fail and return 0,0 if the region shape is too complex.

    On that note, if you only use positive shapes in a region, the random point in region function never fails, even with 50 shapes. (At least, I've never seen it fail). Negative shapes, however, are the bane of that function.

    Posted in: Triggers
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    posted a message on Hide chat message

    @Chris97Ong: Go

    The only way to hide an individual message would be to create a custom dialog which displays the player messages, and always hide the default message display.

    Then you could simply not add the messages that start with "/" to your custom message dialog.

    Posted in: Triggers
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    posted a message on Blizz Contest - 79 Entries got through

    @Charysmatic: Go

    Even a minimum of, say 40 games of Heroes played (without leaving mid-game) on a free account before it is allowed to publish maps would do the trick to prevent the majority of map upload spammers.

    Posted in: General Chat
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    posted a message on Blizz Contest - 79 Entries got through
    Quote from Charysmatic: Go

    Which map was yours? And they didn't send an email at all? I guess it would be a lot of work to explain why to every person who submitted a map and didn't make it, as I estimate at least 20 games didn't make it.

    They didn't send an email. Except for the "Contest Submission Received" automatic confirmation. I asked about it on the Rock the Cabinet news post and Traysent said they would double check and get back to me. Haven't heard anything yet though.

    The map I submitted is Ice Baneling Escape 2. It is a slide/bound type map.

    Upon its submission, I was absolutely sure that it met all the requirements. The only thing I did unusual was submit it twice, because on the last day, after I had submitted it, someone reported to me a fairly serious issue. So I updated the map, then submitted it to the contest again at 7:35 PM PDT on the 31st of May. I assumed that they would only take my most recent submission. Perhaps not?

    Posted in: General Chat
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    posted a message on Blizz Contest - 79 Entries got through

    @TyaStarcraft: Go

    Does anyone know if this is meant to be all the valid entries, or did Blizzard already select a subset of the valid entries?

    If it was meant to be all, I'm really confused why mine was disqualified.

    Posted in: General Chat
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    posted a message on Store random integer

    I recommend you checkout some tutorials on triggers. But basically what you wanna do is:

    1. Click "Local Variables" and CTRL+W to make a new one.
    2. Set it's type to integer if it isn't already.
    3. "Set Variable" (yourVariable) to (Random integer between MineralMin and MineralMax)
    4. Modify player (Killing player) Minerals: Add (yourVariable)
    5. Display floating text using (yourVariable) amount.
    Posted in: Triggers
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    posted a message on Get file directory of a bank

    @Chris97Ong: Go

    The format for the directory is

    Documents\StarCraft II\Accounts\<Account number>\<Player handle>\Banks\<Map publisher handle>\

    The map publisher handle is obviously constant, the player handle can be retrieved with the "Handle of Player" trigger, however there is no way to get the account number of the player with the editor afaiaa.

    Posted in: Triggers
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    posted a message on Moving UI Elements threw triggers

    @Zero0018: Go

    You can use "Create dialog item from template" to effectively do the same thing. You will have to use the UI editor to move the objective panel offscreen, then in triggers create a new one with that action and move it where you want it.

    Posted in: Triggers
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    posted a message on Moving UI Elements threw triggers

    @Zero0018: Go

    I think it's because of at least one of the dependencies your map is using. I added all the campaign dependencies to your test map, which caused it to have the same error.

    One of the dependencies must be doing something to the objective panel so that it can't be hooked up.

    Edit:
    Narrowed it down to the "Swarm (Campaign)" and the "Swarm Story (Campaign)" dependencies.

    Posted in: Triggers
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    posted a message on Speeding Up Sound

    You can change the pitch (Which adjusts speed) of a sound in the data editor. But I don't think you can edit that field with catalog field value set, so you couldn't adjust it dynamically with triggers using that method. But you could duplicate the sound and make multiple pitched versions of it.

    For a car engine noise, probably a better option would be to use a single sound of a constantly increasing revs engine, and use the "Skip To Sound Offset" trigger action to skip to a lower/higher rev when changing gears on the car.

    Posted in: Miscellaneous Development
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    posted a message on Moving UI Elements threw triggers

    @Zero0018: Go

    You must have done something differently on the other map. Could you show us the code or screenshot the triggers? Are they identical to the working map? Are they in an identical trigger?

    Note that you cannot hookup the same standard dialog item more than once. (That working map you uploaded will throw an error if you type "test1" more than once.) So the first time you hook it up, you should assign it to a global variable if you want to access it again later.

    Posted in: Triggers
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    posted a message on Racial troubles

    @FunBotan: Go

    It is possible to change the buttons using dialog item hookups or dialog items from templates.

    Not sure if changing the cursor is possible. But you could force all player's race to neutral at start to keep the cursor consistent if you wanted.

    BTW are you wanting to randomize the races in game or something but with certain requirements? Or could you use variant/s to accomplish your objective? E.g. every odd player is zerg, every even is terran in a variant. Or must the races be changeable in-game?

    Posted in: Miscellaneous Development
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    posted a message on Racial troubles

    @FunBotan: Go

    You can create units of any race for any player. Are you wanting to change the race of the UI?

    There's a topic on that here:
    http:www.sc2mapster.com/forums/development/gui/48869-swapping-race-ui/

    Although it seems that particular method causes the dynamic UI to look slightly different than the regular UI. Looks like some HDR values are different or something, not sure if anyone found a solution to that or not.

    Posted in: Miscellaneous Development
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    posted a message on Modifying the command card tooltip

    @FunkyUserName: Go

    Did you get that to work? I've tried it but couldn't get a new commandtooltip to function properly. The most I got was an always visible tooltip with resource icons on it and no text. (That was when I created it as a panel - creating it as a dialog item tooltip gave an error)

    Posted in: Triggers
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