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    posted a message on How to add a map vision cheat to my map?
    Quote from FunkyUserName: Go

    @CaptainIndustry: Go

    i always don't know either, you have to test it. it's always player 1 and 2.

    Why is it always player 1 and 2?

    I have up to 12 people playing my map and then players are picked to face each other (think 1v1 Obs map). Do you have skype or is there an active chat where I can ask these questions?

    Posted in: Triggers
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    posted a message on How to add a map vision cheat to my map?
    Quote from FunkyUserName: Go

    @CaptainIndustry: Go

    there is a option to set alliance aspect, which only affects one of 2 players. there you can set it to shared vision towards a player.

    Okay I found this and have some follow up questions.

    My trigger is basically,

    Event - any player types "glhff!"

    Condition - player account(or whatever it's called) - "1-S1-1-##" (my account folder name)

    Action -

    Turn player 1(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 2(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 3(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 4(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 5(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 6(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 7(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 8(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 9(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 10(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 11(possible enemy) Shared Vision towards player Triggering Player(ME)

    Turn player 12(possible enemy) Shared Vision towards player Triggering Player(ME)

    -

    Since many people can play and it's basically a 2v2, I don't even know how to begin to determine who I would need shared vision from. So I just forced everyone to share vision with me. Is that okay? Also is that the correct way to do that last trigger? I want Person A to set shared vision alliance aspect with Triggering Player (being me). Or is it that other way around. The way the trigger is worded sounds confusing.

    Posted in: Triggers
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    posted a message on How to add a map vision cheat to my map?

    @FunkyUserName: Go

    Thanks man! Just what I was looking for. I'll reply again if i run into problems making that work.

    Edit: is disable fog of war the best way to give vision in general or is there a shared/allied vision function with all I could use? I remember SC 1 had in game options to allow vision with enemies so doing that through triggers and of course without giving my own vision away would be ideal.

    Posted in: Triggers
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    posted a message on How to add a map vision cheat to my map?

    I want to add a map vision cheat to my map for testing and/or cheating. Basically it's a 2v2 map and I currently have it so admins get fog of war disabled by typing a phrase. What I would like though is that admins can just get shared vision of their enemies on command, preferably something you don't have to type out so no one would know when or if it was activated. My map resets every 5-30 mins so I need something you can activate whenever. Any ideas on the best way to do this?

    Posted in: Triggers
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    posted a message on Allow observers to see allied chat?

    Is there a way to allow observers of a match to see allied chat without allowing them control of buildings. I have a map where 2 people play as a team and both can control units like Supply Depots and Overlords. They play against another two people in the same scenario and then the game resets.

    Observers can watch and click a button to get a chance to join between matches like 1v1 Obs. I would like the observers to be able to see what the players are saying to each other in allied chat but whenever I do that it sets them as allies and therefore they can control Depots, etc as observers which is terrible as anyone observing can and will ruin the game.

    Posted in: Triggers
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    posted a message on Remove Transform Servos Upgrade

    @StealthToast: Go

    Thanks for the reply. I found out how to do it through another method. I had setup a reset tech trigger for transformation servos several months ago since the map resets the game like the 1v1 obs map. Simply removed my reset trigger and now it works like it does in a standard melee map.

    Posted in: Data
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    posted a message on Remove Transform Servos Upgrade

    With the latest patch from Blizzard I need to update my map to remove Transform Servos upgrade requirement from my map but still give hellions/hellbats the talent to transform when the Armory is built. I have no idea how the best way to do this would be. I feel like I am in for a lot of work since I am terribly inexperienced with the Data Editor. Any ideas? Also whenever I simply try to remove the Transform Servos upgrade from the data editor it doesn't do anything (I right click the ugprade and click remove upgrade and NOTHING happens). Totally lost. I can post screen shots if that would help.

    Posted in: Data
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    posted a message on How to play sounds in game?
    Quote from Scbroodsc2: Go

    A simple "Play Sound" trigger should make it?

    Event Game - Player Any Player types a chat message containing "test", matching Exactly

    Action Sound - Play (Sound) for (All players) (at 100.0% volume, skip the first 0.0 seconds)

    That is what I tried doing and it wouldn't play the sound upon typing the string I specified. Interesting to note that .wav would play at map initialization but converting the sound to .ogg and it would no longer play in game. I'm wondering if I need a different sound format to play sounds on command?

    Posted in: Triggers
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    posted a message on How to play sounds in game?

    I was able to play a .wav sound at the beginning of a game by linking it to a sound (250 mm cannon). I then tried to setup a trigger where if a player types an exact string, such as "test", would activate a .wav sound would play. The sounds don't work. Interesting to note that a .ogg sound file did not work when played at map initialization but a .wav did. Is there something I'm missing to play sounds in game. I'm trying to type something to activate a sound essentially but it doesn't want to play anything.

    Posted in: Triggers
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    posted a message on Stylize player names

    Thanks for the reply. It looks simple enough to do and I will try to accomplish this when I get home.

    Posted in: Triggers
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    posted a message on Stylize player names

    Is there a simple way to stylize names of players in game? I would like to stylize names in dialog and possibly on leader board based on account. I would like to make admins names bold when they type in chat. Is this possible?

    Posted in: Triggers
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    posted a message on Request: Turtle Model

    I am looking for a medium or small sized turtle model I can use on my map just to roam around with. Looking around the internet I couldn't find a single turtle model already available. Surely someone has one I could use?

    Posted in: Art Assets
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    posted a message on How do I randomize start locations?
    Quote from BasharTeg: Go

    @CaptainIndustry: Go

    Here's what you can do post-initialization:

    Set a variable to a random integer between 0 and 1. If 0, spawn <Contestant 1> at <Start Location 1> and then spawn <Contestant 2> at <Start Location 2>. If 1, Spawn <Contestant 1> at <Start Location 2> and <Contestant 2> at <Start Location 1>.

    In psuedocode it might look something like this:

    Set RandomStart = (random integer between 0 and 1)
    Switch depending on RandomStart
       Case 0
           Create 1 Command Center for Contestant[1] at Start_Location_1
           Create 1 Command Center for Contestant[2] at Start_Location_2
       Default
           Create 1 Command Center for Contestant[1] at Start_Location_2
           Create 1 Command Center for Contestant[2] at Start_Location_1
    

    Thanks I got the random start locations working. Now I have a new problem though. This has never happened before in about 15 different melee maps I've applied my mod to. The workers do not start automining at the beginning of the game.

    Does anyone know why this would happen? I didn't change anything I can think of that would cause them to not mine automatically anymore?

    Posted in: Triggers
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    posted a message on How do I randomize start locations?

    @SoulTaker916: Go

    Thanks, I'll try that and let you know if I have any trouble. The problem I see is I spawn players after some triggers are set. 8 players join the game and then it picks 2 to play and sets their spawn locations.

    Posted in: Triggers
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    posted a message on How do I randomize start locations?

    @MaskedImposter: Go

    Wow thank you for doing that. Is it bad that it is still gonna take hours to implement into my own map. It's not really a melee map it just spawns like a melee map.

    Any chance you have skype? I can pay you for your time via PayPal.

    Posted in: Triggers
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