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    posted a message on Undocumented Editor changes [Patch 11]

    hey guys..

    is there anything that i have to do first, so the language issue works correctly?

    still have on maps i load these params/value/wtfoever stuff, also my pmaps have these problems if a friend opens them (he has deDE client, i got enGB)

    some infos regarding this would be nice.. it kinda sucks that your stuff doesnt work for other language clients :<

    Posted in: General Chat
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    posted a message on [Data] Mineral Editing Fast map style
    Quote from Forge_User_77297103: Go

    My critique for this tutorial:

    You should add a screenshot! An image is worth a thousand words. :)

    Step 1 is not needed: Why duplicate something when you can just edit the original? (Many people duplicate units unnecessarily...) Step 2 should utilize search: Instead of telling them to scroll down, just use search or filter or whatever for "Resource". Step 2 has a repeating spelling mistake: "an vespine geyser" → should be → "a vespene geyser". Step 2 is too long. Step 2 is hard to understand... "Left window found under models"? Okay... Step 2 is too long. (Or did I say that already?)

    Additional spelling mistakes: "Serval" → Several "an Tutorial" → a tutorial "im" → I'm

    "doesnt" → doesn't

    "dont" → don't

    "youre" → you're "changeing" → changing

    "clik" → click "im" → I'm

    "someones" → someone is

    "youll" → you'll "dont" → don't

    I didn't bother fixing grammar at all and I left out some ambiguous spelling mistakes like "behaviours", "Doubleclick", and "ingame".

    first of all, sorry that im not an native english speaker. but you seem to know what stuff i wanted to say, so whats the matter? were in the internet. thanks.

    screenshots - already made some, will add them later if i find the time.

    well if you dont wanna hve gas in the map, sure, dont duplicate it.. i wanna have gas in the map, so i duplicated it, and using mineral patches doesnt work like it should because there are some weird problems while mining.

    sorry again for these spelling mistakes, but again i dont care as long as everyone understands what to do. this is not a spelling-contest.

    Posted in: Tutorials
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    posted a message on [UI] Leaderboard

    hey.

    i love that leaderboard, and i wanna say thanks to let others use it in their maps.

    im going to use it in my TankDef2.0, and i already implemented it - but i have small problems.

    i removed the change buttons, because i wanna stick to just one design, and also i removed the lives, because tnak defense has no lives. all i wanna do is to make the progressbar get +1 level on my next level start.

    i start it while clicking a button, and not with timers, so could you help me rearranging that trigger?

    edit: i removed it at the moment compeltely, its way more complex than i thought..

    i was able to make the progressbar move, but no to display the levels.. if anyone could help me with this anytime soon, i would be thankful :/

    Posted in: Project Workplace
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    posted a message on Ideas for Training map

    thats kinda how i meant it.

    see this.. you start the map, but got nothing else then a menu where you choose your race.. you can reopen this menu with a command or whatever.

    lets say youre a protoss player in the ladder, your skill isnt that bad, but you get owned very heavy from mass mutas and dont know how to defend against it. you start the map, choose protoss. after that you choose defense tactics, because defending against mutas is defense, sure. then you choose the race and strategy to defend against - in this case you would choose zerg, and then u see possibilitys like "speedling rush, 9 pool, nydus drop, mutalisks" - you choose mutalisks, and on a predefined spont that actually could be a mainbase with expansion from lost temple or smth similar, you start like a melee game - the game doesnt starts directly, a countdown timer gives you some seconds to be ready.

    after that you just have to play melee like you would - but you train against mass mutas, so not against preventing it, against defending your base from it.

    there could be an countdown timer that tells you when the first mutalisks arrive, there could be an tutorial that tells you, how to defend, and what you have to build, probably reminds you "its xx until the enemy arrives - get some HT´s!"

    its not like a defense ums map, where you defend against random melee style waves, its for training purpose, you actually choose with what race you wanna train what tactic.

    all i need for that is buildorders, timings and tactics in general..

    i know a speedling build, but thats all i got :/ im watching some replays to get information, but thats why i ask here, because this one isnt made in some days - i need helpers, and i need tactics/strategies

    Posted in: Project Workplace
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    posted a message on counting how much units needed for region effect

    okay, thanks guys. i did it now like this_

    Trigger1:

        Events
            Unit - Any Unit Enters 2for30
        Conditions
            (Owner of (Triggering unit)) == 1
        Actions
            Unit Group - Add (Triggering unit) to zealots
    

    Trigger2:

        Events
            Unit - Any Unit Leaves 2for30
        Conditions
            (Owner of (Triggering unit)) == 1
        Actions
            Unit Group - Remove (Triggering unit) from zealots
    

    Trigger 3:

        Events
            Unit - Any Unit Enters 2for30
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in zealots) == 2
                Then
                    Player - Modify player 1 Minerals: Add 30
                    Unit - Kill (Unit 1 from zealots)
                    Unit - Kill (Unit 2 from zealots)
                Else
    

    this works good! thanks guys!

    Posted in: Miscellaneous Development
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    posted a message on counting how much units needed for region effect
    Quote from bulletbutter: Go

    Set up a counter variable maybe? Each time a zealot enters the region add 1 to the variable. When the variable = 2, kill the zealots and set the variable to 0.

    thanks, but i tried that already, doesnt work - dont know why.

    and besides that it would be cheatable.

    3 im going to try that, thanks for the info!

    edit: #4 thank! think that will work

    small side question, i never used "if then else" stuff in this editor.. i added it as an action, but im not able to edit anything of it.

    how to :(?

    looks like imtoo dumb for this.. switches or if then else actions are not editable anyhow.

    i add them, then there are 3 different parts "if" "then" "else" but i cant tell him what to do in the "if" thing.. weird -.-

    Posted in: Miscellaneous Development
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    posted a message on counting how much units needed for region effect

    hi.

    i have a stupid problem atm. im recreating TankDef from bw, and i wanna keep it as much originla as it can be.

    i have the money system like this..

    every 10 kills a player gets an zealot - there are 6 fields, 1 zealot for 10 minerals, 2 for 30, 3 for 90 etc.

    zealot spawn on kill, everything works fine - also 1 for 10 works, its easy.

    my problem now is the 2 and more for xx money.

    how to tell the editor "if 2 zealots in region xyz then add 30 minerals and kill these both units" ?

    any ideas?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Mineral Editing Fast map style

    Hello Everyone.

    Serval guys asked me to create an Tutorial for this stuff, so im doing this right now.

    Some of you may know Fasstest maps like they were in broodwar. 50 mineral patches stacked to ensure 50 miners can harvest at the same time.

    tests showed that this method just doesnt work in StarCraft2. all you get is miners, that weirdly slide around after some time, and lots of lag due to stacked mineral patches.

    i found an easy way to fix this, and make it like in the old broodwar days - this is used for fasstest maps, but probably also usable for other maps.

    dont ask me why i do things like i do them, thats just the easiest and best working way i found, and i like it.

    Step 1 - Creating the Base. - Open your Data Editor and search for the Rich Vespine Geyser. - Duplicate it with all models, behaviours and stuff. - Doubleclick that copied Geyser, and rename it to whatever you want.

    Step 2 - Modifying the Mineralsource - Click on the Renamed geyser, and select the root data option - Scroll down and look for the "(None) - Resource State" and "(None) - Resource Type" values

    Resource state is initially on "Raw" for the geyser, resource type is vespine - because its an vespine geyser. Raw means, its not harvestable until an building is placed on it, like an refinery.

    set the Resource State option to "Harvestable" and the Resource Type to "Minerals" - or whatever you want to mine out of it.

    if you would place it now, you would have an vespine geyser, where youre able to mine minerals from. all we have to do now, is changeing the model to something, that looks more like minerals.

    - Select the Rich Vespine Geyser Copy out of the Left window found under Models, search for the "Model" entry on the right, double clik it and browse for your model you want to use. in this Tutorial im using the Char Crystal model, because it looks way cooler than the minerals from SC2, and i liked it on my first tests.

    - Scroll a little bit down, and find the entry "Selection Radius" - change it from 1.5 to 0.5. this value determines the selection circle. due to the vespine geyser is a way bigger model its too big for our char crystal model. so set it down to 0.5 and its perfectly scaled.

    Step 3 - Harvesters To ensure that more than one miner can harvest at 1 mineralpatch at the same time, we have to edit the gather behaviour on miners. - search in the Data Editor for an harvester, like an SCV - go to its "Abilities - SCV Gather" on the left window. - on the right, search for "Flag Array", and modify it - if you double click your only option is to turn on "Bypass Resource Queue" - turn it on.

    this makes it possible for harvesters to harvest on an mineral field, if someones already on it - up to unlimited.

    do this for every races harvester, youll need to. The model in the Editor is still an vespine geyser - dont know how to change that, but ingame it works.

    Posted in: Tutorials
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    posted a message on Ideas for Training map

    again, its the timings that count and not any micro stuff...

    i can navigate an reaper over triggers to the mineral line and let him attack their, righ? thats all and thats enough.

    its about countering the unit and the time when it arrives, and not to outmicro someone others micro.
    if im able to actually have an unit there, at the time the fasstest reaper could be in my base, then my map works like it should.

    Posted in: Project Workplace
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    posted a message on Ideas for Training map

    the AI doesnt have to build units or bases for real at the moment... probably in a future after sc2 release version

    for now it would work just with timings, like to know how long it takes to have an reaper ready if you instantly tech for it.
    after that there could be an base that just spawns the buildings after they could be built on that time, also the unit and make it attack.

    so like i said, creating this stuff with trigger would be how it works.

    Posted in: Project Workplace
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    posted a message on Ideas for Training map

    Hello Everyone.

    first of all, my projects arent that good, like 3rd person games, side scrollers or other amazing stuff people doing around here. im not that much into this code thingy so i decided to stay simple, just make some remakes from broodwar UMS, and keep the rts gameplay part.

    im telling this in front to clearify that noone should expect some stunning projects here, i just keep it simple like tower defenses or herowars etc..

    so my idea now..

    its easy.. a training-map where you choose your race, choose what to train - offense or defense - and then against which race. after that you choose serval strategies to train and just start like a normal game.

    (like, choose protoss, defense strategies against terran, early reaper rush. after that you have your base, a countdown to introduce the gamestart and an timer for the first reaper to arrive. now u have to build like you would do in an actual melee ladder game, and try to defend that reaper harass. probably including a timer to start, to see how long you need for your first like stalker to build, to imporve it etc.)

    the idea behind that is, im sure there are lots of new players to this game, just not being able to win against like early rushes in starcraft2, or dont know how to counter what unit etc. they could train this stuff against other players, but finding them isnt that easy, so this map would help a lot.

    this map wont be a good training for pro´s and thats also not what it should be. its just for new players to learn basic stuff, to get used to the game, to learn timings and things like that.

    im also thinking about implementing tutorial parts, like what to build to counter this and that strategy, to remind using forcefields during battle or whatever.

    so i opened this thread because i 1. wanna hear if there are people that like this idea, probably wanna join it and help me working on that map (i think it wont be easy, scripting AI attacks due triggers etc.) and 2. - the most important part - i need strategies. i need the basic strategies, like a 14 pool speedling rush zerg buildorder, and things like that from all races.

    im also open to ideas and all kinds of infos.

    hope there are some good players around that could provide strategic informations.

    kind regards, PatchOne

    Posted in: Project Workplace
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    posted a message on TankDef 2.0

    hey guys.

    i need some testers, helping be balancing the game.

    if someones out there, actually i prefer people with own projects and some knowledge, please contact me!
    need exactly 3 other guys for balancing.

    Posted in: Project Workplace
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    posted a message on Sharing units, adding 200+ supply

    hey people, i have a question.

    currently i have to wait with some of my maps until the next patch is released, so i can play them with other humans, for balancing issues.

    that just sucks, so i thought it would work to just either control an cpu player like your own units or adding the supply over 200.

    tried the first one, im able to move the computer players units and stuff, but i cant buy new units or upgrades, because im not allowed to use his money.
    any ideas on that?

    regarding the supply stuff, anyone tried that?
    its the point that these units have to be build ingame, so i cant just add them in the editor before.
    if this would work i could simply buy for 800supply and simulate 3 other players.

    hope someones got an answer.

    EDIT: found out by myself now, you can simply edit all races stuff like max supply to about 50000 :D

    Posted in: Miscellaneous Development
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    posted a message on TankDef 2.0

    Hey guys.

    probably some of you know this map from broodwar.
    i decided to remake it as soon as i got the map editor in my hands.

    http://www.sc2mapster.com/maps/tank-def-2-0/

    progress so far is nice, like 75% complete.

    terrain is 98% done, most of the triggers also.

    all thats left is adding more waves (5 levels in currently) and work on the balancing, but for that ill have to wait for multiplayer availability for custom maps.

    uploading the map itself wont bring nothing right now, because its not playable for real, but as soon as its publishable it will be released.

    feedback please :>

    Posted in: Project Workplace
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    posted a message on need help creating upgrades

    weird.. i cant see where i flamed the editor or whined about it. hm :/

    Posted in: Miscellaneous Development
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