In reply to Daara87:
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Jul 8, 2017Posted in: TerrainWhoa, that's so realistic I had to look closely to actually understand how you did it. What skybox is this? and are the lava fall along the montain just lava falls?I'd be cool to have behind the scene image so you see the "wrong" point of view for better understanding.
Jul 6, 2017Posted in: Terrain
When you do something very basic for fun in few minutes. Here is what I got. When you open the window and feel like your burning... and outside there are tornadoes of flame. I think it's time for an air conditionning.
Jul 6, 2017Posted in: Triggers
It's just a guess, but if the caster dies during the loop (for eatch int from 1 to 12 with wait 1 sec, so it lasts 12 seconds), the variable you set as caster becomes "No unit" or "Empty" because its dead, therefore the action that deal damage to unit from unit, there is no "from unit".
I would probably try using behaviors in such a way that when the unit attacks, it applies a periodic behavior that deal damage. Then if the target dies from the behavior, i think you might be able to get the caster of the behavior, dead or alive.
But the best would be to explain a little bit further what you wish to accomplish with this trigger so anyone can provide the best solution in your situation.
Jul 5, 2017Posted in: General Chat
In reply to Veratai:I can't browse it too without using the style for Stylish addon. I'm kind of sad about all this just feeling standby... I have no doubts about this beeing a huge workload with all the forums and stuff... but the side-effects...you know all that already.
Jun 28, 2017Posted in: Terrain
It great! The screenshot you show here does not showoff the full potential of the terrain. It's much better by downloading the map and moving around. Few suggestions could be like adding rocks, fallen panels, street lights, tires, decals on the ground, cars, maybe a little bit of heigh deformation, more ground texture variation like dirt, bit of grass, etc. You can also try to look at your terrain with a step back, thinking "Is this realistic, color-wise, scale-wise, logic-wise...? Is the blue-ish grey fog really what it would look like with fires burning around or there would be some fire particles and dark column of fog going up in the sky, should you modify the global light or add some omni lights... Does the scaling of the fallen structures really reflect how big they should be compared to the signs, to the other objects around them... Does the terrain make sense? The paths, the placement of everything, is it logic that there are dead corpses randomly lying on the ground, what happend to them? A rock fell on them? They got burnt to death? They died because an invasion of zombies?
Once you do that step back and find a couple new ideas you just keep going and cycle between step back and creativity. When you have a burst of ideas, just throw them all on the map and place it as best as you can effectively and then afterward just come back and polish up eatch corners and focus on small parts of the map.
For your current terrain, you're on the good way. A terrain can always be improved in some ways.
Note if you did not know I made a list of all the doodads you can access here: http://www.screference.op74.net/
Jun 18, 2017Posted in: Terrain
Jun 18, 2017Posted in: Terrain
Here is my take... Not sure what this is, but the first idea was to create a gore room with blood and all... then derived with some dark atmosphere heat waves that can look like a dream, added fire, and the translucide shape of a something dangerous...
Why those bones, why the mirror and why is it broken... I doubt Selendis should be there.
Note: images not in best graphics quality. I made that on a portable without a graph card. haha.
Jun 15, 2017Posted in: Terrain
Cool! Keep on the good work.
Jun 13, 2017Posted in: Terrain
Or a large room with debris everywhere... someone entering, no signs of life.
Jun 4, 2017Posted in: Wiki Discussion
Redoing the links will be a monumental task, but fully feasable.
I have just a minor concern, are there still that many mapmaker that uses the wiki and make maps? It feels like just few people actually do triggering, and barely few new maps seems to come up in the arcade. Is it worth to rename all links for simple uniformity?
Jun 2, 2017Posted in: Wiki Discussion
Records are as simple as this, a group of variable. It just needs a basic description of what it is and heavily suggest to use them to organise your variable and that's it.
Functions are the same as conditions, kind of. All conditions are functions. Not all fonctions are conditions. But overall, they differ by just a little.
Definition like Action Definition are pretty much the same thing as triggers with some variation to it. Again, doesn't need a whole page dedicated to it, just a good explication of what it is and again, to suggest to heavily use them if you don't need an Event.
All these can be added to the main trigger page sort of like this, but not limited to and definitly better polished and explained. From the ground up so anyone could get into the information found there and understand how a trigger works, what contains a trigger, etc.
What do you mean by "reformatting most links"? Exacly what I said above about the differences in the links so they will be more uniform, thus better organised and prevent duplication?
Jun 2, 2017Posted in: Wiki Discussion
I was imaginating the trigger section to be dfined like this:
Main trigger page with global information about what is a trigger and how it works and description of their different parts with links to their respective pages.
Eatch of these pages contains main navigation links between eatch parts. They also contain navigation links within the same page such as "AI, Animation, Banks, Cameras, Dialogs..." If a navigation link contains nothing (no trigger for example) it will not be a link, but the text will stay there for more uniformity between eatch categorie pages.
The idea is to move all events together, all actions together, all variables together... in such that when you enter the page, you can either use the navigation to find where is what you want to find or the navigator search Ctrl+F to find the exact text in the page. No more digging into sub-pages. All information will be easy to find.
The sub-category pages like this for example "https://sc2mapster.gamepedia.com/Triggers/Category_AI" for AI, will instead contain any usefull information relative to that category "AI" in this case. It could also contain links to usefull tutorials about AI. It could contain usefull information about what other things you would need to make this category works fine. It could contain examples of usage, most common uses, stuff like that. For eatch sub-category (...Cameras, Cinematics, Game, Math, Order, Ping, Selection, Timer, UI, Unit...)
The downside of doing it this way is that the main pages will be huge. But since mapster just got updated to a new faster platform than it's mostly fine. Navigation links are there to help navigate within the page. And if it is really a problem, there might be another solution about using some kind of "spoiler" function to show/hide information within eatch section.
Another downside is, it removes the trigger sorting that was used in the wiki before which was based on how you find them in Built-in Library of the editor (like the link above which uses sorting by group of actors of the same usage and not alphabetically overall). But since you rarely search triggers in how they are categorised in the library, I though it would be more usefull to sort them as how you find them when trying to find triggers when doing mapmaking, which is sorted with the main category (Animation, Bank, Camera...) and then sorted alphabetically. So the sorting you see in the editor is what you see in the wiki sorting.
That's what I was aiming when redoing the trigger part of the wiki. Lots of copy pasting between the sub-sub categories to get that all in the same page sweet and easy to find. Then remove the useless pages and modify the sections like said before with more information about what you can do with Ai, Camera, etc.
Before slacking on the job, I was working on continuing to regroup the Actions together. I was going one by one between the wiki and the trigger editor to make sure that all new triggers are included. There was still more than a day of work just for that to do. Once all the actions are in and that all the wiki trigger is ready, we'll have to remove the useless pages and relink few parts correctly like the main wiki page. Oh and... relink many other individual pages to be able to navigate back where you was. Ex.: when you are in condition category and click on Action Damage that it can links back to the category and not to the main trigger page. That's what I would call polishing, but still it would be usefull.
Then, it's all good to go for tutorials linking to triggers and stuff. It will be great. I'm sure about that.
Note: About functions and actions, to me they are truely different things in such that if you try to find an action and you search for a condition, you will not find anything and vice versa. Conditions are "if xyz..." actions are "do xyz..." They should be separated and the distinction explained.
We could also create a reference page which shows the main links and how they are written and how to use them in the wiki like:
- [[Triggers/Category-Events]] (to go to a category)
- [[triggers/Category_Actor|Actor]] (to go to a sub-category, note the difference in capitals and the underscore)
- [[triggers/events/player-sends-ai-wave]] (to go to a specefic page)
Sadly, in rare occasion the links are shorter than the description or slightly differ from it. At best anyone who creates a new pages with links, he should make sure these does not exist at first. Redoing all the page naming for uniformity would be a monumental task that I doubt anyone is willing to do. I think risk vs rewards tends too much on the risky side for that. So let's just get used to how it's named.
Jun 2, 2017Posted in: Data
You are probably looking for a Data range actor. When duplicating a unit there are some actors that won't be duplicated because they are not directly related to that unit. Therefore you have to dig a little and find that range actor for that ability. There you should be able to find the Range value (make sure it is the same as your ability range otherwise it will look weird, Be able to shoot further than the range or not be able to shoot within the range...) and there is a value also for how many arrows you want all around your range perimeter. The more you put the laggier it can get, something around max 20 depending on the range of your ability could probably be totaly fine. Just juge by yourself if you think its too many or not enough. I believe you can also modify the look of the arrow if you truly wish to.
Jun 1, 2017Posted in: Wiki Discussion
I know I haven't been there for months... but omg, I just can't find the time to settle down for few hours and focus on something, either the wiki, a sc2 map, or even just gaming.
I really wish to finish what I started, but I think the best would be to help you with suggestions and stuff that could be great to do... I feel sorry for not being able to be there more. It's really something that I wanted to complete.
Apr 29, 2017Scbroodsc2 posted a message on Give resources every 30 seconds to all players depending on how much supply they have? [Request]Posted in: Triggers
Depending on how you want to make it, it could be as simple as a basic mathematical formula inside the trigger itself. Something like this:
Player Group - For each player i in (Active Players) do (Actions)
Player - Modify player i Minerals: Add (600 - (((Player i Supplies Used) / 10) * 30))
It cycles through eatch active players then add minerals based on their supply. Here I set it like this:
600, the maximum gaining amount of minerals. I did not use 300 because of how it seems you want to set it where every 10 more supply used you get 30 less minerals. This means at 100 supply you would get nothing, but you can have up to 200 supply, so 600. But you do whatever you want.
Then I do, "Player i supplies used" (which is the numerator for you supplies, the "20/45" for example 20)
Divided by 10, because you want to make changes every 10 supply
All that multiplied by 30, for 30 minerals. So if I complete my example with 20/45 it does this:
600 - ((20 / 10) * 30)
600 - (2 * 30)
600 - 60
At 20 supplies you would get 540 minerals.
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