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    posted a message on [Request] Warcraft 3 horn sound (as used in DotA start)

    As per title. I have no clue how to extract it, and I like having a sound when the map finished loading.

    Any of you whizkids that can extract it for me please? I'd be much obliged!

    Posted in: Miscellaneous Development
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    posted a message on [Triggers] How to: make your heroes start with items

    This belongs in the tutorial section though.

    Posted in: Tutorials
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    posted a message on String to Sound Link conversion?

    Current status: Resolved

    Solution available below in posts not by OP.

    (Continuation from here, which unfortunately died an untimely death, and apparantly it's impossible also, so here is attempt #2.)

    I'm trying to play a certain sound from a unit type (e.g., unittype_READY) for a certain player. For instance, if I know the unit type is SCV, I want to play SCV_READY just for player 1. If I know the unit type is Marauder, I want to play MARAUDER_READY just for player 2 etc.

    So now I'd like to convert a string to a sound link, because if I know the unit type, I can get it's name, and thus the complete string entry for the sound link. Since there apparantly isn't an easier way (if there is, do tell).

    Posted in: Miscellaneous Development
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    posted a message on Cliffs & Height

    @Genopath: Go

    We take the community's feedback seriously, and have added additional map height levels in the expansion. For just 60 euros you will gain the ability to add 2 additional height levels to your map. A further 2 height levels are possible if you upgrade your account to the special 'map editor' status. Just another 60 euros.

    Coming next expansion: - More height levels - Customizeable water tile size (costs extra!) - Working game attributes (some may still crash your map) - World of warcraft in game sc2 pet! (awesomeeeee) - Free expansion! From now on battlenet will cost a montly fee of 10 euros per game you play! But your third Starcraft 2 expansion will be free! (Features such as heigth levels still cost extra)

    Posted in: Miscellaneous Development
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    posted a message on Using the Editor Offline?
    Quote from s3rius: Go

    @sangeli: Go

    Well, that's normal. Not a bug here. You can't have 2 versions of the game running at once, and I guess the editor can't input launch orders directly into the normal starcraft.

    You can actually, just run them as different users. Just don't go near stupid bnet2.

    Posted in: Miscellaneous Development
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    posted a message on Map doesn't load when published?

    @stettcl: Go

    You also need to not touch the controller in the attributes. You can set those in the player properties.

    Don't touch (Player Controller)

    instead:

    Player Properties -> computer

    Also don't touch (Premade Game)

    Easiest way to troubleshoot your map btw is to publish an alternative version with all the triggers disabled. It'd be nice to know where exactly the problem lies. You can narrow it down step by step.

    Don't be surprized when it turns out to be your map's name. It happens. (In which case unpublishing and republishing could help, but first try the alternate solution)

    Posted in: Miscellaneous Development
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    posted a message on Player Alliance Help

    Hell Tower Defense also uses an excellent mechanic for bypassing the alliance crappiness that can do exactly what you want. Look it up.

    Posted in: Miscellaneous Development
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    posted a message on GE crashed when saving

    @happy04: Go

    Also saving to at least two DIFFERENT files. Or you're going to end up with a crash that corrupts it and you'll be back at zero.

    You're still underestimating the instability of the GE.

    Posted in: Miscellaneous Development
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    posted a message on Feed back on SC1 remake. (first 2 levels)

    I miss the overmind :(

    Posted in: Miscellaneous Development
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    posted a message on Map doesn't load when published?

    Under Game Variants, you need to give your Variant a description, it can't be empty.

    Under attributes, you need to not touch Game Mode.

    Under Player properties, why is one player set to none? Get rid of it.

    Posted in: Miscellaneous Development
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    posted a message on Map doesn't load when published?

    Why are those melee actions in there? Your map is not a melee map. If you don't initialize it as melee, it won't have defeat conditions.

    Melee - Disable Defeat melee option for player 1

    Posted in: Miscellaneous Development
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    posted a message on Map doesn't load when published?

    Taking a look at it now, presuming its the map in your Maps list.

    Posted in: Miscellaneous Development
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    posted a message on [Video] Doodad Hunt - NOW OPEN BETA

    Still not available on EU :(

    Posted in: Project Workplace
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    posted a message on Won't compile: New Action Definition *return type boolean* & *create thread*

    @s3rius: Go

    I wrote the map to be a state engine, the return value is only vital for error reporting in those threads anyway.

    I really need to stop improving it all the time and just f*cking release it already, haha :)

    Posted in: Miscellaneous Development
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    posted a message on Won't compile: New Action Definition *return type boolean* & *create thread*
    Quote from Tolkfan: Go

    Set the return value to (None). There's no point for an Action Definition to return a value., that's what functions are for.

    Actions can fail, that's what I used the return value for.

    @ Kafoso

    That's something I can understand at least, having been a proficient C/C programmer many years back - the knowledge has waned a bit though over these years :) (Hell, I used to write assembly! Intel and AT&T :P)

    Either way, this isn't entirely true, since I can make an action normally return a variable anyway, so I wouldn't agree with it being void (Although I had already stumled upon removing the return value to make it work - it's rather annoying for error catching and debugging though.

    The threads are completely neccesary, although perhaps I could also use SC2's queing system (the threads created need to do a certain action after a certain interval. Making them singlethreaded means they get executed in serial, rather than at the same time). I'm used to working with mutexes though, it won't pose any problems.

    PS. From my current understanding of the editor, it seems to me that functions can only be used as parameters in actions, whereas actions can be called regardless. That is: triggering player is a function. While text message is an action.

    Posted in: Miscellaneous Development
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