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    posted a message on Motivation

    My method was to purge my friends list, then fill it with people who actually showed a genuine interest in my game. Its a lot more fun to mapmake when you can get a decent game going every once in a while (by inviting everyone in your friends list). Although, since my computer-breakage induced break, Ender's Battleroom has kindof lost its novelty (its really hard to find enough people to play these days).

    Posted in: General Chat
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    posted a message on Why does this not work?

    I'm trying to add polar vectors and its giving me hell. Heres the test of determining the new angle and it is giving me a "divide by zero" error.

        Events
            Game - Player Any Player types a chat message containing "-test", matching Exactly
        Local Variables
            Speed1 = 1.0 <Real>
            Speed2 = 1.0 <Real>
            Angle1 = 90.0 <Real>
            Angle2 = 0.0 <Real>
            Angle3 = 0.0 <Real>
        Conditions
        Actions
            Variable - Set Angle3 = (Atan((((Speed1 * (Sin(Angle1))) + (Speed2 * (Sin(Angle2)))) / ((Speed1 * (Cos(Angle1))) + (Speed2 * (Cos(Angle1)))))))
            Debug - Display (Text(Angle3) with 3 decimal places) as debug output using Type 1, and Do display it in the game window
    

    Clearly it simplifies to arctan(1/1) which = 45 degrees, but it still is hating me for some reason.

    Edit: oh wow. Accidentally clicked angle1 instead of angle2. nvm guys

    Posted in: General Chat
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    posted a message on Ender's Battleroom

    Yeah, complex maneuvers were on the list for a while, they are just such a pain in the ass to deal with. I think I got em down tho (can't test by myself). New update has 2 person maneuvers (with allied or dead units) along with a few bugfixes.

    edit: whoops. oh dear god its buggy. Give me a minute....

    edit2: fixed. Acceleration and max speed may have been off by a factor of 10...

    edit3: finally got some people to test it. Its really, really buggy.

    edit4: got rid of a couple bugs, but its still not acting nicely at all. I think part of it may have to do with latency/lag now. The game is just getting too confused. Got a couple of ideas on how to fix that, but its going to have to wait until tomorrow.

    edit5: ahhh, there we go. Knocked out a couple more major bugs and I think it will work now (havent had a chance to test it). Also reduced the chance glitching out of the map by making you move at least 15 degrees away from the wall (instead of parallel to it). The only glitch location now is when you bounce right before a corner. I'll start working on that tonight.

    edit6: well, this time I've actually gone over everything and think it will work. It will still be really buggy (i foresee people linked together from a ways apart), but I think the basic mechanic might not be horribly, horribly broken (as it has been the past few days).

    Posted in: Project Workplace
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    posted a message on Patch 1.4.0 Is out ...

    I believe it was not converting metric/imperial that crashed a martian rover and general lack of data type conversion that crashed a hell of a lot more than that (rockets, etc.). Stupid doubles/floats/longs/ints.

    Posted in: General Chat
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    posted a message on Ender's Battleroom

    thanks :D Ill get on that. Attack moves must not be considered orders to move. I've also made it so you bounce off of other players. First step towards complex maneuvers. Interestingly enough, I seem to have gotten a compiler error (or whatever the hell it would be in galaxy edit). Whenever you bounced off a unit, you would stop bouncing and just go right through walls (with no possible reason this could be looking at my triggers). Now that i've restarted however (and maybe recompiled?), everything works fine.

    Posted in: Project Workplace
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    posted a message on Ender's Battleroom

    Alright. Its been a while but I am officially back. My laptop is (mostly) fixed (don't ask), and I have loaded up the most recent version (I think) of my map from the external hard drive (well, internal hard drive in an external enclosure). Now to remember what I was doing...

    Star glitching is now fixed and no, triggers cannot select unselectable units. Hopefully the updated trigger works without that feature. Going to see if I can get a game going now. Its been a while.

    Posted in: Project Workplace
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    posted a message on Ender's Battleroom

    Alright. Computer arrived. Hard dive in external enclosure. Long plane ride comming up. Starcraft 2 not installed. Crysis 2 installing.

    Hmmmm, I get the feeling it should be the other way round. But... Can't... Cancel...

    Posted in: Project Workplace
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    posted a message on Ender's Battleroom

    Is it possible to make units unselectable by other players? Or can you make a unit unselectable and then select it via a trigger? Either of those features would be a big improvement over the current system.

    In other news, I'm djing on Stanford's radio and am going to start playing some starcraft songs in a minute (it gets a little less serious after 12).

    Posted in: Project Workplace
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    posted a message on Ender's Battleroom

    @HamsterBoo: Go

    Yup

    @BasharTeg: Go

    Yeah, was using that trigger (forgot to use the deselect though). After fixing it, it seemed to work in single player, but I'm wondering, would it be subject to latency in multiplayer? I feel like a Data solution would be cleaner.

    And yes, I am going to continue brainstorming despite my horrific lack of a computer/master file (plz be recoverable, plz be recoverable).

    Edit: 2 days till laptop arrives :)

    Posted in: Project Workplace
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    posted a message on Ender's Battleroom

    Well, I had fixed the glitching locations when my computer died. Damn 720's and their faulty motherboards. Looks like I won't be making any updates for a long time. Haven't even ordered a new computer yet.

    Posted in: Project Workplace
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    posted a message on Shared vision other than in triggers?

    Is it possible to control shared vision somewhere other than in triggers? I really don't want to create nested while loops just to turn it off...

    Posted in: Miscellaneous Development
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    posted a message on Ender's Battleroom

    Grrr, found another "glitch into star" location. Its basically anywhere 2 stars are next to eachother. In other news, does anyone know how to make it so you cant select other units? The trigger I have doing it right now is subject to latency.

    Posted in: Project Workplace
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    posted a message on Ender's Battleroom

    @Ranakastrasz: Go

    Was posting to say that I added a round system and realized I forgot to update the game description (about Q to shoot). Grrrr, by the time I'm done this map is going to be version 1.395

    As to adding heroes and abilities, I'm thinking things that really don't change gameplay much but add replay value (the main reason Mineralz was so popular for so long was that people had to get the mothership/archon skin). Things like Ender having +10 shields or Petra having +5 damage wouldn't really change the game that much, but would make people play over and over again to unlock them :)

    I will definitely add complex maneuvers, but that is going to be a major update. You have no idea how much of a pain angles are (especially since blizzard's version of modulo allows negative numbers :( )

    Edit: I found the glitch out of the map location. It occurs when you are holding on to both the room's edge and a star, then leave the star, propelling you at the room's edge. Since you are already in the room's edge, you don't stop.

    Edit2: Upped bounce guiding angle to 45. I couldn't guide myself much at 30, but then again, I suck at this game.

    Posted in: Project Workplace
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    posted a message on Ender's Battleroom

    @Ranakastrasz: Go

    Yeah, as to the 14 players spawning major bugs, right now I'm just trying to not acknowledge the fact that all my arrays are size 14 and use numbers 1-14. I don't want any advice, I just want to be blissfully ignorant.

    @Zarakk: Go

    This is actually my first map thats even neared completion (I have 1 simultaneous in SC2 and 2 failed attempts in WC3) and I have never really done anything other than triggering. If someone would like to volunteer, they are more than welcome. I just don't have the skills.

    What I am really excited for is getting the basic mechanics down so I can start making custom heroes, abilities, and teams (rat, dragon, etc.). Eventually its going to look a lot like mineralz, except you unlock everything based on number of achievements completed (a lot like COD achievements).

    Right now I think all I have left to do is a bit of bugfixing, the round system (mostly in place already), the shotgun spell, and the game modes.

    Posted in: Project Workplace
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    posted a message on Recruiting Partner for Ender's Battleroom

    Alright, I made the thread in the project workplace section (rather hastily and lazily though). Posted your video too :)

    Didn't know that forum even existed.

    Posted in: Team Recruitment
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