Same type of game ?
Can be funny :)
Quote from ringot: Go
Anyone have a suggested work around? I need to change the ID to use rrowland's WASD library.
Change manually in the XML code. Open the MPQ map and get the "Triggers" file. Change the ID on the top. Next, replace all references of the old ID by your new ID on the entire file.
Open the map with GalaxyEditor, and save it to generate the new code using the new library ID.
PS: Back-up your file before :P
Excellent, brillant idea :) I was thinking to this idea before testing the map xD
You have a problem here : the bar is 3 sided, but you can use this idea to make your custom circular bar.
Use the Aioncannon's attachment... Create 3 quarters circular, and rotate all of them, based to the life percentage.
If Life < 33 : move the 3 circles. If Life is between 33 and 66 : Move the 2 last circles. If Life is > 66 : Move the last circle.
The bottom left circle must be in the Z axis 512. The top left circle must be in the Z axis 513. The top right circle must be in the Z axis 514.
I tried to participate to this contest, but when i created something for this contest, a GalaxyEditor bug has "corrupted" my map :( And i don't have any time to redo that.. If somebody would try my idea...
The idea : You drive a garbage robot on a trash planet. You must drive your robot to several mini stages. Your robot can only move, but has a problem... If he touch a command card, the robot will be uncontrollable and he will go to the direction shown by the command card's arrow.
The problem with all these command cards : The robot will goes to a furnace, fans, compactors, and others bad things, and the robot will be destroyed.
Command cards can move, disappear, blink, or others things to make the game more difficult.
Adding to it the command cards color that will influence or not the robot (only if the robot has the same color than the arrow), some forcefields, buttons,... The possibilities are infinite.
An idea that can be perhaps done with a library.
When you want to include sounds to your map, the size of the music is too high...
What is music ? An accumulation of tones and sounds. The triger editor allow us to play a music and stop it with a very impressive precision.
Imagine you can use the SC2 music to capture small tones and sounds. After that, this is possible to make a "music" from the SC2 music, included in each Bnet map!
This music will be an accumulation of tones and sounds from the SC2 music. The only thing to memory in the map is the time offsets for each tone. This is lighter than a MP3 music.
Am I mad ?
Quote from slaydon: Go
Im sorry to say that a bank file wouldnt be enough. It cant be saved over the interwebs. Or is it just used as an instruction?
This map is not done to be shared in Bnet network, it's just a development tool, downloadable on SC2Mapster or SC2Galaxy.net websites. These SC2Bank files are used for retreive all texture paths used by the game and propose these paths ingame, to make the Dialog GUI editing easier.
On SC2Mapster or SC2Galaxy, when you download the map, you get a .ZIP file, including the map and the 2 needed SC2Bank files.
Some upcoming changes and ideas :
If you have any ideas for new improvements, don't hesitate :)
- Displaying Buffs while in WASD camera movement (Obviously the UI is normally hidden)
You will need to get information from Data Editor with Catalogs. Functions will be needed to show all buffs and debuffs.
- Health and Energy Bars visible on screen (Preferably in the lower left corner, but I'm sure that can be tweaked)
Easy. You can do that with life bars or with your custom dialog.
- Creating action bars for use of Hero abilities (once again, a UI issue)
If you want to do that, don't forgot one thing : you cannot ask to the player to select one target for your spell. If you want targeted spells abilities, try to make a target system (per example the last hit ennemy is your target). Create targeted point area of effect abilities is impossible for the moment...
- Keeping the Camera fixed behind the players shoulder (Gears of war style)
Easy, but some tests will be needed to have the best immersive camera. Be carreful, the camera is always trying to adjust this position with the doodads and the terrain. You will need to apply a Z value each time you want to move the camera (without that your camera can go too high or too low).
- The use of a camera Zoom and crosshair when aiming (AC130K - Ruins style. Major props to Malu05 for that map)
The camera zoom is a single property to edit in Starcraft 2 Editor. This will be easy.
- Projectiles that damage enemies (Essentially, how would I create bullets? Once again, a nod to Malu05's amazing map)
This is the most annoying system, but you have many examples and tutorials about to do that. Annoying, but easy to understand.
About your project, don't forgot to test your map with the Galaxy Editor and not directly ingame. If you upload your map, this will add some laggy problems.
When the next version will be available, "yes".
"Yes" because you will be able to export it into XML. But the XML doesn't allow many things without another piece of software to use these data...
For example a program that can takes XML and convert it into GalaxyScript. If I find a system to make that directly within the game interface, i'll try this.
I have also another idea, but not sure about this (not very useful) : to have a new window, and this window will be able to show you the entire process to create the dialogs and their components.
I don't know when the next update of GalaxyEditor will be released, but if it's for the 1.2 version, it can be possible this map will be useless before the implementation of these features (GalaxyScript converter).
When you download the map you have 2 SC2Bank files. Copy these files to your Documents\Starcraft II\Banks folder. These files are : "TexturesPathUI.SC2Bank" et "TexturesPathOthers.SC2Bank".
For all english users, did you find translation problems?
The SC2Bank file will be structured as here (after saving) :
<Section name="Versioning"> <Key name="MapSaveVersion"> <Value int="1000"/> </Key> </Section> <Section name="Dialog.1"> <Key name="Dialog.Name"> <Value string="MainFrame"/> </Key> <Key name="Dialog.Title"> <Value string="Hello everyone!"/> </Key> <Key name="Dialog.Anchor"> <Value int="1"/> </Key> <Key name="Dialog.Offset.X"> <Value int="50"/> </Key> <Key name="Dialog.Offset.Y"> <Value int="50"/> </Key> (...) </Section> <Section name="DialogItem.1"> <Key name="DialogItem.Name"> <Value string="Label1"/> </Key> <Key name="DialogItem.Parent"> <Value int="1"/> </Key> <Key name="DialogItem.Relative"> <Value int="-1"/> </Key> (...) </Section>
I will trying to do the Beta 2 for the end of the week-end. Give me feedback if you find some problems or if you want to give me some suggestions.
The upcoming changes can be find on the project page.
The uploaded version includes the enGB and enUS version. The SC2Bank files are the same in both languages.
Triggers editor supports only french, but the game supports english versions.