• 0

    posted a message on Sorting to Score value for variable

    Make two integers.
    PlayerPos
    HighestScore

    Go through all the players once. If the current score is better than the  Highestscore, set the playerpos to the current player, and the HighestScore to the current score. That way, you should get the best player in the end. 

    Posted in: Triggers
  • 0

    posted a message on Smart Movements

    Working on a Coop map with AI.

     

    Im trying to have an AI send out small squads and move them around the maps in proximity where they last saw the heroes. 
    And move them around (not just standing there like critters). 

     

    Ive tried to use the defend region but whenever i try to give it waypoints (before "defending" that region) it just ignores them (which often leads them to walk straight into a base and die)

    Any idea of how to accomplish this? (Not sure if this should go into triggering? Oh well!)

    Posted in: AI Development
  • 0

    posted a message on Marker from one ability to another [Solved]
    That worked just how i hoped it would.
    Thank you DrSuperEvil.
    The saviour once again.
    Posted in: Data
  • 0

    posted a message on Marker from one ability to another [Solved]

    It is a work around...

    The problem is that i cant 'check'  if its the same player that applied the behaviour that "activates" the behaviour.  

    The only work around i see is to have one A and B behaviour (hidden) for each specific ability, add behaviour A to caster, and behaviour B to target, and when activating (check if A is on caster, and B is on target) add a behaviour C (for the validator).  

    But right now, im wondering if anybody knows how to use the marker links between abilities, in the sc2 mapster wiki, (atleast on ability instant and target), it notes that you can use marker links between abilities, and im wondering how, cause that would solve all the problems! 

    Posted in: Data
  • 0

    posted a message on Marker from one ability to another [Solved]

    I have one ability (called activation), that searches for units, and im trying to make that ability give found units a marker.
    Im trying to make a validator that uses that specific marker, checks if they are from the same player/unit.

     

    The idea is to make a general activation ability that can activate all sorts of other behaviours and abilities, without making a costum tailored sollution to each (i thought markers and link would work, but so far no success)

    It is diffrent abilities, does that in any way affect markers?


    Is there a way? Or do you need to costum make it through triggers?
    There wasnt alot of information about markers. 

    Posted in: Data
  • 0

    posted a message on Animation/Model/Actor Dialog

    Looking at the intro to marine arena intro (youtube /watch?v=ZkcGYOG-mLg the first few seconds for reference) got me very inspired. Does anyone know how it was made? Is it a dialog item movie in several parts?

     

    My original plan was to have like a model of an explosion in front of a dialog and then remove it-- but if this is how fancy they can look, i definately wanna try to outdo myself. Note that i do not wanna copy, i just wanna know how its done so i also can make fancy looking dialogs! :D 
    Cheers!

    Posted in: Triggers
  • 1

    posted a message on [Monthly Test - January] Stranded on Krydon Renewed by R0binicus

    Hello there R0binicus, thanks for the game.

    The first time i played the game i lost. I did not see the factory was for everyone, so i rocked one scv the entire game. When everybody is about to die, i have zero minerals. But it felt fun to try to stay alive even though that happend, since you could still cling on to the others.
    I also had about 9 supply, while the others had 30-50 or so.

    The other time around i understood it better, we discussed a bit of strategy before we started. I got like 5-6 mules from the start of wave 1. But i was always behind in supply still, around 9-13, while the others rocked 30-50. Late, late game, when leviathan showed up, i had 25.

    But ive stocked some minerals and gas, so i got 3 rescue beacons, and we won.

     

    So here comes my feedback.

     

    • It was a fun experience cooperating, and strategizing.
    • I felt like the scv shot could just aswell have been replaced by turrets (or a standard fusion cutter attack). I think maybe i did not understand the choise (or would have prefered the normal attack...)
    • It was frustrating not being to help as much since you didnt have as much supply as everybody else.
    • I felt like the ending was a bit dragged out (and caused lag). I felt like a little cutscene where a ship moves down and picks us up (or whatever) would have been just as great.
    • Prehaps a little extra time to read the buttons?
    • I don't think we got any money for almost any of the enemies past wave 1-2. Im not sure if that was intended?
    • In general good job!

     

    Posted in: Map Review
  • 0

    posted a message on Players not seeing certain upgrades or units

    Ive encountered this issue before but never really understood why it happends, or if there is a sollution.
    Several players claim that certain upgrades or units "doesnt exist".

    Even though other players can see/use them just fine.

    Is there any fix to this? thanks.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Moving the Objective Panel (with extra dependencies)

    Oh, i had to destroy the dialog item afterwards. Guess you learn something new every day!
    Thanks so much prodigy454. Ill add you to the credits for your help.

    Posted in: Triggers
  • 0

    posted a message on Moving the Objective Panel (with extra dependencies)

    Again, tried both Moving it through trigger with the new "name"- and through the sc2 layout method, but neither seemed to move it.

    I don't think im doing anything wrong, ive done this several times and it has worked before.

    Thanks anyway Prodigy454!

    Posted in: Triggers
  • 0

    posted a message on Moving the Objective Panel (with extra dependencies)

    Ive already moved several UI elements, both via Triggers and Sc2 Layout files. But now ive seem to hit something of a roadblock.

     

    So ive tried both to move the Objective Panel via trigger (Hookup, Move ui element) and the sc2layout way, but non of them seems to move it.

    I even tried to move the VoidShared_ObjectivePanel, but the Objective Panel seems to have bested me.
    I saw some forum posts indicating that Heart of the swarm (or dependecies in general) is somehow affecting the ability to move the panel?

     

    I tried to use the same trigger code to move the panel in a liberty arcade map and it worked just fine.

    I have Void dependencies, is there any known way to move the panel?

    Thanks in advance!

    Posted in: Triggers
  • 0

    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    Anyone else got this error? Wasnt sure if it was the patch or something i did.

    GATEWAY_FILE_OPEN_ERROR

    Posted in: General Chat
  • 0

    posted a message on Localityfail

    Recently changed a few things in my map, including dependensies. It didnt warn me that anything was missing. So i did not think much about it.

    Now the load time for the map is horrid, and i get about 100 errors with the text localityerror.

    I assume its because the map needs to preload every single item in the list. But im not sure if its because of the dependensies, or why its doing it.

    What do i do about it? Thanks in advance!

    Sendlirn

    Localityfail

    Posted in: Triggers
  • 0

    posted a message on Dialog item layering

    Ive started to work some with dialog items and found the neat feature to attach a dialog to a unit.

    But i noticed that when you move your screen sometimes the dialog moves over your commandcard/minimap or other important things.

    Is there a way to make sure that doesnt happend? Thanks!

    Posted in: Triggers
  • 0

    posted a message on Just to be sure

    In one part of my triggers im using loops within loops, and im just a little bit worried that to many will cause a huge lag spike in the game.

    Having about 100 items when im done, looping all those and replacing up to 5 substrings with a loop of 100 items,

    do you guys think it will be a big deal if i do it once?

    -

    Like this: For each int in ibutton from 0 to (100) if then (are there any elements to replace?)

    While icompare < (100)

    for each (up to 5 elements). Replace substrings

    icompare +1

    Posted in: Triggers
  • To post a comment, please or register a new account.