You probably won't get players because of how maps are sorted. There's no list of games that are "up"; there's only a list of maps available, which includes EVERY MAP published, and these are sorted by popularity. Popularity is calculated by the number of games... created? played? something like that in the last hour or so. So if your map is newly published, you're going to be on the very bottom of the list, and no one is going to scroll down that far. At least that's how I understand it.
If I'm right, I consider that a very poor system; makes it very difficult to play any maps but the most "popular."
I'm busy with my single-player campaign DNA Wars, so I won't code any game systems for ya, but once you get everything figured out, I'd be quite happy to contribute a planet or mission.
Seems like it'd be a lot of fun to have different mapmakers with their different styles all combined into one package.
Well you make your own races, but I just don't think there's enough graphic models right now. WC3 was sweet because it had all of these unit models for playable races, then it had an eff ton of other unit models for naga & all of the creep units.
SC2 doesn't have that, at least not until we got player-created & single-player ones.
Basically yeah it's part of the custom map screwiness that's currently happening. You could probably fix it by creating a map variant and matching teams with your custom teams but... I'd just as well wait until Blizz fixes their stuff.
I can fix Wraith's problem which is that he needs to change the server in the editor:
File -> Preferences -> Battle.net -> Host, change to: us-beta.logon.battle.net
Geno you may want to look on the official forums, that's where I've found most of the workarounds necessary to publish and play my map. Though I removed all of those because I didn't care to unlock it.
I think of mapster as a map-making resource more than a map distribution resource anyway. I've saved a lot of time (and hopefully helped others) and frustration by checking others maps & reading forums/tutorials. Eventually mapster will be a good place for custom resources (models, sounds, trigger libraries, etc), and publishing isn't going to change that one bit :>
I find a lot of things in the editor bizarrely organized or just straight up bizarre. For example, last night I was working with the editor when suddenly a giant ultralisk appeared on my screen with some zerglings running around it, and then the editor crashed... When I loaded my map again, it had reverted (somehow???) to a save several days old.
Luckily, I had been doing a lot of experimentation, so I could replicate lost work fairly quickly, but the ultralisk and zerglings were straight up disturbing. I didn't even have zerglings in my map...
Not hard to do :P As is probably done in the above map, you basically just give your bullet a behavior which has a death response of 1 and an associated effect that has some damage on it, then you'll also put a periodic effect on that bullet which checks in a radius around it for enemy units. Associate a suicide effect with that. You can also check Big Blue or Top Down Fighter, which has missiles exactly how I've described them above (well they did last time I checked).
You'll put that check in the same trigger you use to cause damage, right?
So you can associate a trigger with a dialog button right? That's what I assume you use to create an effect/cause damage in said area. What you'll want to do is add something in to that trigger that's like:
if (# of units in unit group matching conditions: convert circle into region @ point 1 using radius of 3, enemy?, blah, blah > 0)
then destroy original button
create button A
else destroy original button
create button B
Does that make sense? The radius would be the radius of the effect you're using to cause damage.
Either use an actor morph (to switch between two actors when the ability is cast / runs out) or use a very simple trigger such as:
event - ability Avatar is used
action - set (triggering unit) scale to 150%, 150%, 150% of its original size
wait (duration of ability) seconds
set (triggering unit) scale to 100%, 100%, 100% of its original
Yes, each action creates a "duplicate copy" meaning each has its own instance. For example, I wrote a small Lift function which knocks unit up into the air with realistic gravity for a given initial velocity, and I can run that on any number of separate units at a single time.
By width/height, do you mean width/length? When I see height, I think of Z direction. And probably not... I assume you want to create a trigger that works on a variety of maps? Just use a variable like
mapWidth =
mapLength = __
And alter it for a map / put a comment telling other users to alter it. That is, if no one can tell how to retrieve that via triggers.
0
@pixartist: Go
Hrm, have you considered just making them screen buttons? I JUST put two screen buttons and a dialog together, and they work fine.
0
@Iggyhopper: Go
You probably won't get players because of how maps are sorted. There's no list of games that are "up"; there's only a list of maps available, which includes EVERY MAP published, and these are sorted by popularity. Popularity is calculated by the number of games... created? played? something like that in the last hour or so. So if your map is newly published, you're going to be on the very bottom of the list, and no one is going to scroll down that far. At least that's how I understand it.
If I'm right, I consider that a very poor system; makes it very difficult to play any maps but the most "popular."
0
@PatchOne: Go
Sign me up for a planet / mission.
I'm busy with my single-player campaign DNA Wars, so I won't code any game systems for ya, but once you get everything figured out, I'd be quite happy to contribute a planet or mission.
Seems like it'd be a lot of fun to have different mapmakers with their different styles all combined into one package.
0
@Eldrazor: Go
Well you make your own races, but I just don't think there's enough graphic models right now. WC3 was sweet because it had all of these unit models for playable races, then it had an eff ton of other unit models for naga & all of the creep units.
SC2 doesn't have that, at least not until we got player-created & single-player ones.
0
@dreazk: Go
Basically yeah it's part of the custom map screwiness that's currently happening. You could probably fix it by creating a map variant and matching teams with your custom teams but... I'd just as well wait until Blizz fixes their stuff.
0
@WraithChaser: Go
I can fix Wraith's problem which is that he needs to change the server in the editor:
File -> Preferences -> Battle.net -> Host, change to: us-beta.logon.battle.net
Geno you may want to look on the official forums, that's where I've found most of the workarounds necessary to publish and play my map. Though I removed all of those because I didn't care to unlock it.
0
Xenrathe
and I'll be looking for players to test my 4 person FFA custom: DNA wars!
0
@gizmachu: Go
I think of mapster as a map-making resource more than a map distribution resource anyway. I've saved a lot of time (and hopefully helped others) and frustration by checking others maps & reading forums/tutorials. Eventually mapster will be a good place for custom resources (models, sounds, trigger libraries, etc), and publishing isn't going to change that one bit :>
0
@wonderbooze: Go
Do you want it to play a death animation or just go away?
You may want to try Send Actor Message and send "Destroy"; that's what I do when kill actor doesn't work.
0
@Thalassicus: Go
I find a lot of things in the editor bizarrely organized or just straight up bizarre. For example, last night I was working with the editor when suddenly a giant ultralisk appeared on my screen with some zerglings running around it, and then the editor crashed... When I loaded my map again, it had reverted (somehow???) to a save several days old.
Luckily, I had been doing a lot of experimentation, so I could replicate lost work fairly quickly, but the ultralisk and zerglings were straight up disturbing. I didn't even have zerglings in my map...
0
@Vicboy: Go
Not hard to do :P As is probably done in the above map, you basically just give your bullet a behavior which has a death response of 1 and an associated effect that has some damage on it, then you'll also put a periodic effect on that bullet which checks in a radius around it for enemy units. Associate a suicide effect with that. You can also check Big Blue or Top Down Fighter, which has missiles exactly how I've described them above (well they did last time I checked).
0
@helixdnb: Go
You'll put that check in the same trigger you use to cause damage, right?
So you can associate a trigger with a dialog button right? That's what I assume you use to create an effect/cause damage in said area. What you'll want to do is add something in to that trigger that's like:
if (# of units in unit group matching conditions: convert circle into region @ point 1 using radius of 3, enemy?, blah, blah > 0)
then destroy original button
create button A
else destroy original button
create button B
Does that make sense? The radius would be the radius of the effect you're using to cause damage.
0
@SBeier: Go
Didja give it a non-zero acceleration?
0
@nickkelbackk: Go
Either use an actor morph (to switch between two actors when the ability is cast / runs out) or use a very simple trigger such as:
event - ability Avatar is used
action - set (triggering unit) scale to 150%, 150%, 150% of its original size
wait (duration of ability) seconds
set (triggering unit) scale to 100%, 100%, 100% of its original
0
@JeffQ: Go
Yes, each action creates a "duplicate copy" meaning each has its own instance. For example, I wrote a small Lift function which knocks unit up into the air with realistic gravity for a given initial velocity, and I can run that on any number of separate units at a single time.
By width/height, do you mean width/length? When I see height, I think of Z direction. And probably not... I assume you want to create a trigger that works on a variety of maps? Just use a variable like
mapWidth =
mapLength = __
And alter it for a map / put a comment telling other users to alter it. That is, if no one can tell how to retrieve that via triggers.