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    posted a message on Wiki trigger section reformatting

    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.

    Posted in: Wiki Discussion
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    posted a message on How to show ability range radius?

    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.

    Posted in: Data
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    posted a message on Wiki trigger section reformatting

    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.

    Posted in: Wiki Discussion
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    posted a message on Give resources every 30 seconds to all players depending on how much supply they have? [Request]

    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)
    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

    =540

     

    At 20 supplies you would get 540 minerals.

    Posted in: Triggers
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    posted a message on Roads transformation problem

    Seems like a bug, you could try reloading the map, and/or the editor. Sometimes it fixes visual issues, cameras, and a bunch of other stuff that may bug after some use. You could still try to select the arrows, if they are for whatever reason simply hidden but selectable. You could drag click and press Alt left click which will relocate the point. Note that you can rotate the arrows using Ctrl left click.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #272: Terror from the Deep

    Final result.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #272: Terror from the Deep

    Sup! I did this one. Although, no monster, just a protoss underwater old city.

     

    Pretty happy with the result.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #272: Terror from the Deep

    Pretty cool! For a very simplist terrain, it works great, you get the underwater feeling to it. I'll suggest few things, they might not fit all, but it could improve the terrain.

     

    You could add more animals: 

     

    You could add more crater or terrain effects, environment: 

     

    You could add more grass/plants: 

     

    You could add more rocks and sea shells: 

     

    You could even create some rift with tilted ramps: 

     

    I remember also an underwater effect that is applied on the ground that does some weird light effect like in a pool... I think it's done with the water or something... it's not a doodad. I can't remember, but that would greatly benefit the terrain. Like this terrain back from an old wte

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #272: Terror from the Deep

    Cool theme :P

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #271: The Frontier

    Oh okay, I did not know that.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #271: The Frontier

    Starting ro look like bi-montly wte..my bad.

    Posted in: Terrain
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    posted a message on "Records" - How do I use them?

    Personally I see record like a "Folder of variable" with name "variable".

     

    Record variable (Stats)

    • My variable 1 with array (Kill)
    • My variable 2 with array (Score)
    • etc.

     

    So you could do like:

     

    For eatch i from 1 to Number of active players

    Set variable -> Record -> Stats.Kill[i] == xyz whatever.

     

    So after when you want to find the variable kill, you know its inside the "folder" (record) Stats. And if you search for the var "Kill" itself in the list you won't see it. So you don't have a huge list of variable with generic names or super refined names. Just set the record, then whatever you want to store within it associated to that variable.

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #271: The Frontier

    I don't have any vision or inspiration what do you imagine by that? Something along the lines of this?

    Posted in: Terrain
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    posted a message on SC2 Mapster Upgrade Discussion Thread
    Quote from MrFlamegoat >>

    Soon™

     Oh well. Is that guy working for Blizzard? Haha, jk.
    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #270: Antiga

    Whoa that's cool. I think that a better lighting with some glowing plants or something would make that terrain even more awesome. Nice one!

     

    There is a tree model for the Aiur tree that is creeped or something and I think it could fit well. It's not a doodad you have to find the model. You could search for a mod on battle.net for Extra Doodads which is something I made a long while ago in the hope to make all interesting models as doodads.

    Posted in: Terrain
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