i got that trigger working, but as i said earlier, i dont have a problem with setting random teams anymore. The problem now is how to get them into their appropriate side of the terrain . What ends up happening is that my allys end up being all over the map. When i want them to be concentrated into 1 section of the terrain with their spawner base and start location used for automatic respawn of fallen heroes (footmen frenzy style 3v3v3v3)
is it possible to switch start locations and stuff? and how to get players to different sides of the terrain?
delete the weapon so it can go back to the stock . I think you have to make sure that legacy of the void multiplayer is your primary dependancy as well
wouldnt that mess up things like hero respawn points at start locations?
Guys, how do i something about this.
I have found a way to get random allys, but not found a way to get the random players organized into 1 team section of the terrain. their are 4 teams each with their own corners. The randomization works, but sometimes your allys are at the opposite side of the terrain clashing with other players
i think i ran into even a bigger problem. I referenced this thread and used the trigger posted here, and it seems to work , as in it sets the players randomly..
But the way how my terrain is laid out , i'd like to get all the randomized players that became a new team of 3 into 1 section of the terrain, and so forth. Because Each player has starting base structure . Currently the randomizer works but keeps them in the same position which means its 2v1 at the start for some people because it didnt move the player to an allied section of the terrain for each team.
Is it possible to switch around that sort of stuff? like all of a sudden moving from one player start location to another player start location number?
i would make a dialog button that each player could press. count how many players pressed the button and compare that to number of active players. if hey have a majority, execute a trigger that mixes the teams.
How would such a trigger look like that mixes the teams randomly?
So in my map, i have a big problem to which i find is killing the map slowly or keeping the amount of new players to a low because, What happens is that as you know, certain people will get good at your map if its competitive. Then these certain people will ally up and do what we call pub stomps whole day every day. Now i have no problem with people getting good at the game, and i do like my hardcore player base, but at the same time i find its killing any growth, because these guys never want to play with newbs. So they stomp all day and ofcourse, Even if i had to play against arrange team all the time, i'd quit too .
So the question is, how would one solve this .. I am not a trigger expert, no idea
How does one randomize players? like say i put a vote to randomize players into any team . What would the trigger setup look like?
Is it possible to match teams on some sort of ranking?
check in the actor events for the model, and try doing some model swaps.. or perhaps take a look at what the animation names are in the previewer and use events to get him into the variation. ( im not sure if its animation names or different models that make up the 4 variations of ares). If you want him starting in a certain variation, use the event "actor creation" and set it to whatever. Just make sure their arent any other conflicting "actor creation" events.
well make 2 veterancy behaviors. One for the 5 range heroes and another for the 500 range heroes. Just make sure the flag for global share is unticked for both.
Well ever since patch 3.0, it has messed up the mover. Just to make sure it wasnt only happening in my map, i checked his demonstration map and its the same problem . ( it never used to be so)
Usually the boomerang used to return to the target no matter where the caster "moved". It would always find its way back to the caster. However something in patch 3.0 messed up the return phase if the caster moves. It will still work normally if you dont move the caster, but if you do, the boomerang goes crazy
Any ideas how to fix ? I must admit, i am pretty bad with missile movers. Its the one aspect of the data editor i tried to understand but am clueless. I have looked at some mover guides to see if i can fix it but to no avail. From what i can see it "should" be working correctly. I dunno whats wrong.......
good work on mod, i played it today on turtle rock. the stuff i mentioned was fixed. You could see the spirit walkers .
question, any reason you removed bladestorm animation for the fenix one? was it bugging or something?
also how come your mod was able to get the alchemist healing missles and farseer eye models. in the blizzard war3 data/asset add on i dont see those models at all in the console/browse section. where you found them?
by the way , anybody know the default code for the starcrat 2 inventory? I'd like to try the blizzard stock inventory positions but with slightly bigger buttons. I might like that more than the war3 own. I kinda just want my buttons to appear bigger with corresponding activation positions , but not be prone to misc-clicks.
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@Projekton: Go
i got that trigger working, but as i said earlier, i dont have a problem with setting random teams anymore. The problem now is how to get them into their appropriate side of the terrain . What ends up happening is that my allys end up being all over the map. When i want them to be concentrated into 1 section of the terrain with their spawner base and start location used for automatic respawn of fallen heroes (footmen frenzy style 3v3v3v3)
is it possible to switch start locations and stuff? and how to get players to different sides of the terrain?
0
delete the weapon so it can go back to the stock . I think you have to make sure that legacy of the void multiplayer is your primary dependancy as well
0
@willuwontu: Go
wouldnt that mess up things like hero respawn points at start locations?
Guys, how do i something about this.
I have found a way to get random allys, but not found a way to get the random players organized into 1 team section of the terrain. their are 4 teams each with their own corners. The randomization works, but sometimes your allys are at the opposite side of the terrain clashing with other players
0
from what i heard, it have something to do with using the vital leeched buff, but instead have it as a negative.
0
i think i ran into even a bigger problem. I referenced this thread and used the trigger posted here, and it seems to work , as in it sets the players randomly..
http://www.sc2mapster.com/forums/development/triggers/18824-players-randomly-picked-and-put-in-teams/?page=2#posts
But the way how my terrain is laid out , i'd like to get all the randomized players that became a new team of 3 into 1 section of the terrain, and so forth. Because Each player has starting base structure . Currently the randomizer works but keeps them in the same position which means its 2v1 at the start for some people because it didnt move the player to an allied section of the terrain for each team.
Is it possible to switch around that sort of stuff? like all of a sudden moving from one player start location to another player start location number?
0
How would such a trigger look like that mixes the teams randomly?
0
hey guys, i could do with some help here.
So in my map, i have a big problem to which i find is killing the map slowly or keeping the amount of new players to a low because, What happens is that as you know, certain people will get good at your map if its competitive. Then these certain people will ally up and do what we call pub stomps whole day every day. Now i have no problem with people getting good at the game, and i do like my hardcore player base, but at the same time i find its killing any growth, because these guys never want to play with newbs. So they stomp all day and ofcourse, Even if i had to play against arrange team all the time, i'd quit too .
So the question is, how would one solve this .. I am not a trigger expert, no idea
How does one randomize players? like say i put a vote to randomize players into any team . What would the trigger setup look like?
Is it possible to match teams on some sort of ranking?
my map is 3v3v3v3 for the information.
0
check in the actor events for the model, and try doing some model swaps.. or perhaps take a look at what the animation names are in the previewer and use events to get him into the variation. ( im not sure if its animation names or different models that make up the 4 variations of ares). If you want him starting in a certain variation, use the event "actor creation" and set it to whatever. Just make sure their arent any other conflicting "actor creation" events.
0
well make 2 veterancy behaviors. One for the 5 range heroes and another for the 500 range heroes. Just make sure the flag for global share is unticked for both.
0
bump, any ideas? any data experts here?
0
so a while back when i was learning to use the editor, i implemented this ability into my map. It was pretty much a carbon copy of what he did here.
The ability was called WDE Challenge 5 Boomerang from poster KUEKEN531
http://www.sc2mapster.com/forums/development/data/15732-weekly-data-exercise-5-what-moves-you/?page=2#posts you can find it right here.
Well ever since patch 3.0, it has messed up the mover. Just to make sure it wasnt only happening in my map, i checked his demonstration map and its the same problem . ( it never used to be so)
Usually the boomerang used to return to the target no matter where the caster "moved". It would always find its way back to the caster. However something in patch 3.0 messed up the return phase if the caster moves. It will still work normally if you dont move the caster, but if you do, the boomerang goes crazy
Any ideas how to fix ? I must admit, i am pretty bad with missile movers. Its the one aspect of the data editor i tried to understand but am clueless. I have looked at some mover guides to see if i can fix it but to no avail. From what i can see it "should" be working correctly. I dunno whats wrong.......
0
good work on mod, i played it today on turtle rock. the stuff i mentioned was fixed. You could see the spirit walkers .
question, any reason you removed bladestorm animation for the fenix one? was it bugging or something?
also how come your mod was able to get the alchemist healing missles and farseer eye models. in the blizzard war3 data/asset add on i dont see those models at all in the console/browse section. where you found them?
0
by the way , anybody know the default code for the starcrat 2 inventory? I'd like to try the blizzard stock inventory positions but with slightly bigger buttons. I might like that more than the war3 own. I kinda just want my buttons to appear bigger with corresponding activation positions , but not be prone to misc-clicks.
0
This is what i am using
0
This is what i am using
<Desc> <Frame type="InventoryPanel" name="GameUI/UIContainer/ConsoleUIContainer/InventoryPanel" file="GameUI">
<Frame type="CommandTooltip" name="InventoryTooltip"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="-330"/> <Anchor side="Left" relative="$parent" pos="Mid" offset="0"/> <Anchor side="Right" relative="$parent" pos="Max" offset="0"/> </Frame>
<Frame type="InventoryContainer" name="InventoryButtons"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="20"/> <Anchor side="Right" relative="$parent/$parent/CommandPanel" pos="Min" offset="0"/>
<Frame type="CommandButton" name="Button05"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="-40"/> <Anchor side="Right" relative="$parent" pos="Max" offset="-210"/> <Width val="70"/> <Height val="70"/>
<Frame type="Image" name="AutoCastImage"> <LayerVisible val="false"/> </Frame> </Frame>
<Frame type="CommandButton" name="Button04"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="-40"/> <Anchor side="Right" relative="$parent" pos="Max" offset="-280"/> <Width val="70"/> <Height val="70"/>
<Frame type="Image" name="AutoCastImage"> <LayerVisible val="false"/> </Frame> </Frame>
<Frame type="CommandButton" name="Button03"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="-110"/> <Anchor side="Right" relative="$parent" pos="Max" offset="-210"/> <Width val="70"/> <Height val="70"/>
<Frame type="Image" name="AutoCastImage"> <LayerVisible val="false"/> </Frame> </Frame>
<Frame type="CommandButton" name="Button02"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="-110"/> <Anchor side="Right" relative="$parent" pos="Max" offset="-280"/> <Width val="70"/> <Height val="70"/>
<Frame type="Image" name="AutoCastImage"> <LayerVisible val="false"/> </Frame> </Frame>
<Frame type="CommandButton" name="Button01"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="-180"/> <Anchor side="Right" relative="$parent" pos="Max" offset="-210"/> <Width val="70"/> <Height val="70"/>
<Frame type="Image" name="AutoCastImage"> <LayerVisible val="false"/> </Frame> </Frame>
<Frame type="CommandButton" name="Button00"> <Anchor side="Bottom" relative="$parent" pos="Max" offset="-180"/> <Anchor side="Right" relative="$parent" pos="Max" offset="-280"/> <Width val="70"/> <Height val="70"/>
<Frame type="Image" name="AutoCastImage"> <LayerVisible val="false"/> </Frame> </Frame>
<Frame type="Frame" name="ContainerSizeFrame"> <Anchor side="Top" relative="$parent/Button00" pos="Min" offset="-18"/> <Anchor side="Bottom" relative="$parent/Button00" pos="Max" offset="28"/> <Anchor side="Left" relative="$parent/Button00" pos="Min" offset="-20"/> <Anchor side="Right" relative="$parent/Button05" pos="Max" offset="20"/> <Width val="192"/> <Height val="268"/> </Frame> </Frame> </Frame>
</Desc>