• 0

    posted a message on SC2 Performance since 3.0

    Performance has definitely been weaker since the 3.0 update. I run a lot of maps which have tons of units and the engine just doesn't seem to handle that as well anymore. Where before it was fine, now it's noticeably slower. Not much, but enough to make a difference.

    Posted in: General Chat
  • 0

    posted a message on Remove inventory icon hotkeys

    http://i.imgur.com/13YRpHM.jpg

    I'm looking to remove the hotkeys from inventory buttons. I know there's a UI option which enables/disables button hotkeys (and this will remove the inventory hotkeys), but I'm looking to remove inventory hotkeys regardless of a player's UI settings.

    I can't find anything related to hotkeys in the UI editor but I'm sure it's there.

    Has anyone had any luck?

    Posted in: UI Development
  • 0

    posted a message on Non-cancellable backswing?

    Tried stunning the unit? The stun flag will pause new orders until after the stun wears off.

    I have no idea if this will cause the animation to complete in full though.

    Posted in: Data
  • 0

    posted a message on Lobby trolls, kick features and starter accounts

    Sure. I agree. To clarify my position;

    • You don't need the kick feature if you're on a starter account. Starter accounts could pass host to a paid account who could then kick, but would not be able to kick themselves. This forces trolls to use paid accounts.
    • Mapmakers should have the ability to turn off the kick feature for a chosen map. This gives mapmakers a nuclear option for dealing with trolls.
    Posted in: General Chat
  • 0

    posted a message on Lobby trolls, kick features and starter accounts

    It takes 5min to create a new starter account. I don't think the time investment required to get a bad host off sc2 would be reasonable when compared with how fast that same bad host could recreate their account to circumvent the temporary ban.

    Posted in: General Chat
  • 0

    posted a message on Lobby trolls, kick features and starter accounts

    I suggested expanded map slots with a few reasons and it happened a few weeks later. I'm sure Blizzard already had it in mind though. Might've even just been a coincidence. Can't hurt though, lobby trolling is getting pretty silly now.

    Posted in: General Chat
  • 0

    posted a message on Lobby trolls, kick features and starter accounts

    I'm sure you've seen it by now. Some random unleveled, unplayed account made for free is sat alone in the lobby of whatever arcade game you want to play, automatically kicking anyone who joins. Honestly I think I've been lucky to avoid this happening too many times to me, but I'm a firm believer in the whole "First they came for my neighbor" thing (https://en.wikipedia.org/wiki/First_they_came_...) and, to be honest, it's a problem that needs sorting out sooner or later.

    Take Bunker Wars X. There's some troll set up there who kicks everyone who tries to join, purely because he wants players to use a different version which he personally considers to be better.

    Or Star Battle, which has constantly fought with trolls whom have managed to lock down the game for months at a time sometimes.

    Removing the kick feature from starter accounts would help. It'd force trolls to use their paid accounts. I play a lot of arcade maps and I can count the number of times I've needed to use the kick feature on, well, zero hands. I'm sure kicking has legitimate uses, but I can't see any reason to allow trial accounts to hold lobbies hostage like this.

    Better yet, allow arcade creators to turn off the kick feature entirely for their lobby. Sometimes, you just need the nuclear option to deal with trolls, and this would be it. Before, the nuclear option was disabling the lobby entirely, but this feature has (rightfully) been removed. However the one purpose it did serve is now gone.

    What do you think?

    Posted in: General Chat
  • 0

    posted a message on Drop Pods push units off the pathable terrain

    Go to the precursor behavior used by these drop pod abilities (I don't know which you're using but it'll be easy to find). It'll have a flag called "Suppress Collision". Uncheck that.

    You (probably) don't want to change push priorities. It'll allow heroes to "push" enemy zerglings or whatever out of their way, which generally makes the game a lot easier since you can't be blocked in by melee units anymore. There's a push priority specifically for allied units, but of course if they're using enemy drop pods to do this, then allied push priority won't change anything. Units with a greater push priority will push lesser units out of the way.

    Posted in: Triggers
  • 0

    posted a message on UI - How does the game know if a unit is armored, light etc?

    Oh wow, just when I was getting comfortable with the UI editor. I'd have never thought of just cloning an entire frame and hiding the unwanted parts. Works perfectly, thank you!

    Posted in: UI Development
  • 0

    posted a message on UI - How does the game know if a unit is armored, light etc?

    Basically I'm trying to add unit tags (Armored, Massive etc) to a unit's info pane during progress and queue actions. As you know when a unit is, say, casting Yamato Cannon or training a marine, it's attribute tags vanish. I want to put them back.

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="InfoPaneQueue" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneQueue" file="GameUI">
            <Frame type="Label" name="SubtitleLabel">
                <Anchor side="Top" relative="$parent/NameLabel" pos="Max" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <CollapseLayout val="true"/>
                <Height val="50.000000"/>
                <Style val="@@InfoPaneUnitType"/>
                <Text val="xxx"/>
            </Frame>
    
            <Frame type="Frame" name="EquipmentPanel">
                <Anchor side="Top" relative="$parent" pos="Min" offset="108"/>
                <Anchor side="Left" relative="$parent" pos="Mid" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
                <Height val="64.000000"/>
            </Frame>
    
            <Frame type="Label" name="TypeLabel">
                <Anchor side="Top" relative="$parent/EquipmentPanel" pos="Max" offset="4"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <Style val="@@InfoPaneUnitType"/>
                <Options val="NoWrapping"/>
                <Text val="xxx"/>
            </Frame>
        </Frame>
    </Desc>
    

    This works fine. It puts text in the right places. Though the text is "xxx" (just used that to test). I'm wondering how I can replace "xxx" with the unit's real attributes? I've looked everywhere in the UI editor and I have no idea how the game actually fetches the unit's attributes and assigns them to the correct UI element.

    Thanks!

    Posted in: UI Development
  • 0

    posted a message on Only allow 1 summoned unit per summoner?

    Add a behavior A to the summon upon birth (be sure the caster is the one applying the behavior) which kills the summon if the caster has behavior X, using a "unit compare behavior count" validator that checks the caster unit.

    Posted in: Data
  • 0

    posted a message on Allow units to attack non-visible units

    Let's say I want to allow a unit to attack an enemy that is hidden by fog of war. Just for argument's sake, let's say I have a radar that detects enemy units, and I want to allow those enemies to be attacked without having first been revealed by fog of war.

    Unchecking "require visible" from the unit's weapon doesn't seem to have any effect.

    Has anyone looked into this?

    Posted in: Data
  • 0

    posted a message on Get Actual Camera Yaw

    This worked. Thanks!

    Posted in: Triggers
  • 0

    posted a message on Get Actual Camera Yaw

    So I was working on a third person camera. It's not the first one I've made, and I noticed something strange this time.

    With Void depencanies enabled, the angle from "Camera Yaw of Player" is only updated every 14 or so degrees. This results in some really weird movement if you're relying on the camera to position your hero, as being up to 14 degrees off is really noticeable.

    I know this wasn't always the case. I even opened up an old Heart of the Swarm map and checked, and "Camera Yaw of Player" would update at ANY change in camera yaw.

    Just to make sure I wasn't doing something silly, I went online and checked maps I know use a TPS camera. I noticed that Transformers by Crainy suffers from this yaw problem, while Doodad Hunt 2 by Bounty does not.

    Embed Removed: https://www.youtube.com/v/mJ_O-saw7fs?fs=1

    As you can probably not see from the video, the text in the middle shows camera yaw and it only updates like 3 times during that whole panning sequence.

    Has anyone looked into this? Is it just a bug with Void dependencies?

    Posted in: Triggers
  • 0

    posted a message on RTC 2015 - Winners revealed

    Grats Pirate! It's well-deserved!

    I so hope these are a yearly thing. I really enjoyed Reach and Breach

    Posted in: General Chat
  • To post a comment, please or register a new account.