I think the perceived number and quality of maps at this time is that many people have a lot of big ideas that they are trying to develop into maps, which can take a while. Additionally, many maps are of game types that have been well established, and will slowly become more polished as time goes on. Though the editor for SC2 is not that much harder to use than for WC3 in certain instances, there is a much larger barrier to entry. I remember being about 13 years old and being able to quickly figure out how to do almost everything the editor was capable of, whereas SC2 would require several hours of trial and error or read a guide (where the individual who wrote it spent an equivalent amount of time). I think we can be grateful that compared to the equivalent mapping communities for WC3 (wc3c, hive), SC2 mapster is much more focused on theorycrafting as opposed to art assets (which is ironic because there were more assets for WC3 than SC2). In the long run, given the capabilities of the editor and the outside-the-box ideas our community has been entertaining, the SC2 mapping community by the time of LotV will be far better than we ever imagined.
I could see a Starcraft MMO if it werent an RPG. I could see an RTS with customizable units/wider range of units with less focus on competitiveness. Something to counter the AoE MMO maybe.
I actually still have my old install, but I think its inconvenient to send it to you. There are some seedy places on the internet you can still find the beta, however...
Thanks a lot. Thats pretty much what I expected, but I just was curious how you guys were handling it, in a sense creating a "focus" frame, with your actual selection being on your hero in order to facilitate orders. Pretty awesome. Look forward to watching this project grow.
I have a question about your interface that I'm really curious about, and I really hope you answer this.
In your video you never select any enemies. Is this because your interface is giving the stats of whoever the player has selected (in this case, your hero)? or did you create another UI to show the abilities and health of your hero, and then selecting an enemy would be in a separate area of the interface? (though obviously you would lose the ability to issue orders if your hero is not selected). Curious how this all works.
For just dialogs its in the order of creation. If the order doesn't change then you don't have to worry about it. The only way to change it on the fly would be to destroy and recreate all of the dialogs in order.
In any event, why would you be using multiple dialogs? Using a single one with multiple items would be easier.
(Number of players in (Allies of player (Triggering player))) == 0
Even if the other ally has "lost" they are still in the game, this condition won't be true. You may need to create a variable array for each team, determining whether or not one of the players in the team has "lost" the game (such that they have lost, but have not been defeated) and check that condition instead.
Also using an "and" condition is redundant, all conditions are assumed to be "and", you only need to use "and" when using in conjunction with "or" conditions and in select other cases.
You are going to want to use pick each unit in unit group, and make a unit group from the units in the region
Events
Unit - Any Unit Enters Region 001
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Probe
Actions
<u>// Turn off the trigger and wait a few seconds so that other units can get to the area, otherwise the trigger will run multiple times if a couple units show up at the same time</u>
Trigger - Turn (Current trigger) Off
General - Wait 2.0 Game Time seconds
Unit Group - Pick each unit in (Probe units in Region 001 owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
<u>// whatever actions... you'll probably want to get rid of the unit</u>
Unit - Remove (Picked unit) from the game
<u>// Turn it back on so you can use it again in the future</u>
Trigger - Turn (Current trigger) On
How does one change the missile origin of an attack? I copied the Stalkers attacks exactly, and the animation shows up properly, but starts from the origin. Any help is appreciated!
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I think the perceived number and quality of maps at this time is that many people have a lot of big ideas that they are trying to develop into maps, which can take a while. Additionally, many maps are of game types that have been well established, and will slowly become more polished as time goes on. Though the editor for SC2 is not that much harder to use than for WC3 in certain instances, there is a much larger barrier to entry. I remember being about 13 years old and being able to quickly figure out how to do almost everything the editor was capable of, whereas SC2 would require several hours of trial and error or read a guide (where the individual who wrote it spent an equivalent amount of time). I think we can be grateful that compared to the equivalent mapping communities for WC3 (wc3c, hive), SC2 mapster is much more focused on theorycrafting as opposed to art assets (which is ironic because there were more assets for WC3 than SC2). In the long run, given the capabilities of the editor and the outside-the-box ideas our community has been entertaining, the SC2 mapping community by the time of LotV will be far better than we ever imagined.
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@Dresnia: Go
I could see a Starcraft MMO if it werent an RPG. I could see an RTS with customizable units/wider range of units with less focus on competitiveness. Something to counter the AoE MMO maybe.
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@Lonami: Go
I actually still have my old install, but I think its inconvenient to send it to you. There are some seedy places on the internet you can still find the beta, however...
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@DogmaiSEA: Go
Thanks a lot. Thats pretty much what I expected, but I just was curious how you guys were handling it, in a sense creating a "focus" frame, with your actual selection being on your hero in order to facilitate orders. Pretty awesome. Look forward to watching this project grow.
0
I have a question about your interface that I'm really curious about, and I really hope you answer this. In your video you never select any enemies. Is this because your interface is giving the stats of whoever the player has selected (in this case, your hero)? or did you create another UI to show the abilities and health of your hero, and then selecting an enemy would be in a separate area of the interface? (though obviously you would lose the ability to issue orders if your hero is not selected). Curious how this all works.
Lovely on every other front, however.
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@Mindsplosions: Go
For just dialogs its in the order of creation. If the order doesn't change then you don't have to worry about it. The only way to change it on the fly would be to destroy and recreate all of the dialogs in order.
In any event, why would you be using multiple dialogs? Using a single one with multiple items would be easier.
0
(Number of players in (Allies of player (Triggering player))) == 0
Even if the other ally has "lost" they are still in the game, this condition won't be true. You may need to create a variable array for each team, determining whether or not one of the players in the team has "lost" the game (such that they have lost, but have not been defeated) and check that condition instead.
Also using an "and" condition is redundant, all conditions are assumed to be "and", you only need to use "and" when using in conjunction with "or" conditions and in select other cases.
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You can use "Set Dialog Item Render Priority" for layering, as for gradient - I would imagine it would have to be pre-rendered.
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@Xenosteel: Go
Its not blizzard being assholes about it, its copyright law. 10% of the sound clip or 30 seconds, whichever is less.
http://www.bridgew.edu/library/ipr/guidelines.cfm
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This looks amazing. Even if it isn't perfectly balanced or terribly fun, the concept is just awesome and in all honestly I hope you win the contest.
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@WhiskyEU: Go
I think if you look at the message log, i think it gives a more specific error message... Otherwise it doesn't prevent you from uploading.
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Never mind... do as above
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http://www.wc3c.net/member.php?u=23673
I wasn't the biggest member, but I was around.
I actually ended up finding out a fellow WC3C modder goes to my college - pretty small world.
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How does one change the missile origin of an attack? I copied the Stalkers attacks exactly, and the animation shows up properly, but starts from the origin. Any help is appreciated!