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    posted a message on Why is my Create unit actions Creating 2 units? [Solved]

    It's being executed twice?

    Posted in: Triggers
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    posted a message on How do I make a pylon prevent reveal?

    Go to the Data Module and select Units from the drop-down above. Find the Pylon unit. Select the "Flags" field and enable "Prevent Reveal". :D

    Posted in: Data
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    posted a message on Custom Script Sub-functions Bug

    How to replicate:

    Add an Action which has the "Custom Script" flag enabled. Let's call this Action X.

    Now, create another action, which we'll call Action Y, which has the "Sub-functions" flag enabled. Set it so that it only takes Actions of a specific type: namely, Action X.

    Go into any other trigger or definition (somewhere to use Action Y) and add Action Y. As expected Action Y will allow you to add any number of actions to it. But, when you try to add Action Xs to Action Y, an element called "Custom Script: (None)" appears instead of Action X, which does nothing.

    This only happens if Action X has "Custom Script" enabled. Otherwise, it works as expected for normal actions.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on 1 Year of Starcraft. What Blizz brought to us...

    Can we get a list of what Rodrigo has done to the mapping community this past year?

    It's seriously getting on my nerves.

    Posted in: General Chat
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    posted a message on You're sheep

    Could you perhaps try to like...

    Make a good map, maybe?

    Posted in: General Chat
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    posted a message on Blizzard Comment About Talented Mappers
    Quote from RodrigoAlves: Go

    Obviously. Who wants to keep updating a map that NO ONE plays? I don't.

    I did. It's probably what got it onto page 2.

    Posted in: General Chat
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    posted a message on Blizzard Comment About Talented Mappers

    It's no use creating a map that uses 100% of the editor's functions if it's not fun. Yes, fancy dialogs and all the effects are cool. But that does not translate in fun.

    Remember the Wings of Liberty does not use more than half of the editor's functionality but they're well made and extremely fun.

    P.S.: What I meant to say: I smell jealousy in these posts and getting rid of that is a good first step to creating a popular map.

    Posted in: General Chat
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    posted a message on Nexus HINDRANCE Wars coming this WEDNESDAY!

    Two questions:

    1. Do the mildly eccentric videos actually help in any way?

    2. Hindrance? How did you come up with that name?

    Posted in: General Chat
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    posted a message on racecar

    As far as I know, there's a maximum turning rate field in the unit tab of the Data Module.

    Posted in: Triggers
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    posted a message on Eiviyn's Custom Map Review

    Hi Eiviyn,

    It's nice to see that the Team Monobattles mod got a mention in one of the videos. If you want to make a video in which you actually play the game though, add me on Klishu#933 and when I'm online, if you're available, we could play some Team Monobattles! Also, if you have any suggestions, feel free to send them over my way! :D

    See ya!

    Posted in: Map Review
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    posted a message on Trigger Library in Mod is not launched

    Go to the Mod's file. Open up the Trigger Editor and right-click on your library. Mouse over the library option and open up the "Library Name" dialog. It consists of a hexadecimal id or some other name you choose. Take note of it and remember it.

    Now, while still in your mod, open up the Data Editor. Select SC2 Gameplay from the dropdown. Find the field "Trigger Libraries" and add your library name to that field.

    Your dependent maps should now execute the triggers in your library.

    Posted in: Triggers
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    posted a message on I need to update my mod over on NA!

    Hello, fellow mapsters.

    Let me explain my quandary. I'm the author of Day9's Team Monobattles Mod and although, by nature, it is not something that needs too many updates, the NA (and probably also SEA, etc.) are stuck with an old version of the mods and maps.

    I'm not even sure how many people play the Monobattles maps over on NA and all I have to go by is SC2Mapster's popularity box on the homepage.

    The mod become "popular" only recently (admittedly, I was surprised how and why it climbed the popularity list so quickly), and as such, I've decided to update it and make it more user-friendly. Also, there was a big bug which allowed Nexus to regenerate energy while players were selecting their units. I've added a fancy new interface which also shows what the other players (on your team) are choosing. I also introduced the highly requested feature of forcing a random unit for everyone in the lobby. Since it's also a publicly available mod that I'd like other people to learn from, I've reorganized the triggers neatly so that other authors can find their way around.

    I had a contact that was updating the mod, but I cannot contact him anymore. While EU players are enjoying some awesome Monobattles, NA players are complaining that 4 Warp Gate pushes are extremely good because Nexus are full of energy.

    The problem is, say I find a new volunteer for uploading the mod, the new uploader must select a different publish name. This means that the old maps are still at the top of the list whereas the newer versions are left at the bottom of the custom map abyss. Is there a way I can fix this problem without causing an inconvenience for Monobattles fans?

    Posted in: Miscellaneous Development
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    posted a message on Protoss Cannon Pressure AI

    It's normal Melee style and the aim is for the AI to start Warp Prisms a Cannon Rush. As I said, the plan is for the map author to mark on the map suitable locations for starting a cannon rush. Take Arakan Citadel, for example. I'd mark the tiny cliffs at the entrances as suitable for a Cannon Rush.

    Then, when the AI decides that it is time for a Cannon Rush (which is the moment they get a Warp Prism), they take a probe to one of these marked locations and start building cannons, slowly inching their way towards the enemy.

    Posted in: Triggers
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    posted a message on Protoss Cannon Pressure AI

    Ah, now I see what you mean. I reread my post and I see that I didn't actually explain myself very well. Basically, I need to teach the AI how to execute a Cannon Rush assisted by Warp Prisms. I've done defending with Photon Cannons because there's an AINeedsDefending() function that I use to determine whether the AI should build Photon Cannons or not. The hard nut to crack is for the AI to use Photon Cannons offensively.

    Klishu

    Posted in: Triggers
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    posted a message on Protoss Cannon Pressure AI

    @obliviron: Go

    Thanks for your feedback Obliviron but unfortunately, I can't understand how this will help. Mind you, ideas needn't be complex. I'd prefer the ideas be more in terms of how the AI will think and then leave the implementation up to me.

    Also, regarding the Wiki link there, those are the list of functions visible in the Trigger editor. Blizzard seems to use some functions in their AI scripts which do not appear in the trigger editor.

    Posted in: Triggers
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