Hey, that's a good one! It's a tad harder to set-up, though: numbering the textures was a lot of work to begin with, can you imagine numbering every single doodad? If you've got any suggestions for making this easier I'm all ears, though I'll try and think something up myself as well - this thing sounds too cool to pass up.
Edit: I've added cliff and ramp and enviroment aswell, which adds up to a total of 1120 doodads. Good luck with the lottery. =P
Random fact: There is a total of 8381 actors.
I thought I'd something different than the current structure of the abilities wiki. Currently the wiki is subbed into the ability types with every page containing every field the ability has. That can create a lot of inconsistency and I find it very redundant to have the same field multiple pages. So my idea is to continue to add to the ability page so it contains all fields combined and create a table on the individual pages like I did on this page: http://wiki.sc2mapster.com/Data/Abilities/Behavior
The same goes for effect and maybe behaviors and any other catalog that's got a lot field and types.
I remember there one for a Diablo map in the past, which got removed or canceled. So now there is one for Mineralz and he's asking for $18.000 and you can back up to $10.000. Still don't know if kickstarting a sc2 map is allowed, wouldn't think so actually. But then again, the pledges aren't for a map, only for a mousepad or more.
Not completely, but you can save a boolean value in a bank and set it to true when the map starts.And when the map start check if this boolean is true, if so end the game for player. But ofcourse the bank file can be deleted.
@SoulFilcher: Go Or you can use a selection actor, that will create selection circles.
Also look for the fields Select Alias and Subgroup Alias on the unit, see if they are not empty.
That is 16 actions per second on a single thread, if you check the box "Create Thread" in an action definition, it will create a new one. I don't know how many threads the game can support, but probably a lot.
Edit: If you want to check it for yourself, create a global integer and have a periodic event running ever 0 sec and increase the integer by 1 every time. Even though you specified every 0 seconds, it will still only do it every game loop. Now if you output this every second you see a difference of 16.
I think the problem lies with the event. The stage is set to "Effect4 - Channel" which means this will fire if a unit starts to channel a ability. If you set it to "Effect5 - Finish" it will fire when it has finished the channel stage.
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http://www.zezula.net/en/mpq/download.html
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In the actors data you can sort them on doodad type, I´ve selected all of structures and props and then copy pasted them into Excel, which surprisingly worked. Then renumbered them. Here is it on Google drive: https://docs.google.com/spreadsheet/ccc?key=0ApBQzZG9Te7GdHNDVzh2b1JWczE4a2s4a011eUpnQ1E&usp=sharing
Edit: I've added cliff and ramp and enviroment aswell, which adds up to a total of 1120 doodads. Good luck with the lottery. =P
Random fact: There is a total of 8381 actors.
That would be interesting.
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I thought I'd something different than the current structure of the abilities wiki. Currently the wiki is subbed into the ability types with every page containing every field the ability has. That can create a lot of inconsistency and I find it very redundant to have the same field multiple pages. So my idea is to continue to add to the ability page so it contains all fields combined and create a table on the individual pages like I did on this page: http://wiki.sc2mapster.com/Data/Abilities/Behavior
The same goes for effect and maybe behaviors and any other catalog that's got a lot field and types.
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I remember there one for a Diablo map in the past, which got removed or canceled. So now there is one for Mineralz and he's asking for $18.000 and you can back up to $10.000. Still don't know if kickstarting a sc2 map is allowed, wouldn't think so actually. But then again, the pledges aren't for a map, only for a mousepad or more.
http://www.kickstarter.com/projects/1860609015/mineralz-evolution?ref=live
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Not completely, but you can save a boolean value in a bank and set it to true when the map starts.And when the map start check if this boolean is true, if so end the game for player. But ofcourse the bank file can be deleted.
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@SoulFilcher: Go Or you can use a selection actor, that will create selection circles.
Also look for the fields Select Alias and Subgroup Alias on the unit, see if they are not empty.
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That is 16 actions per second on a single thread, if you check the box "Create Thread" in an action definition, it will create a new one. I don't know how many threads the game can support, but probably a lot.
Edit: If you want to check it for yourself, create a global integer and have a periodic event running ever 0 sec and increase the integer by 1 every time. Even though you specified every 0 seconds, it will still only do it every game loop. Now if you output this every second you see a difference of 16.
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I believe the game loops every 1/16th(0.0625) of a second.
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Apparently Blizzard didn´t add them to the factory command card, but they are still in the train ability.
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Blizzard left the Warhound in the editor since it is a complete unit. It is probably because you've the campaign dependencies enables.
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So Blizzard is doing videos of featured maps now, nice.
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I think the problem lies with the event. The stage is set to "Effect4 - Channel" which means this will fire if a unit starts to channel a ability. If you set it to "Effect5 - Finish" it will fire when it has finished the channel stage.
Edit: Ok nvm that.
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@Mugen245: Go You realized that this thread is more then 2 years old, did you?
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There is a function called "break", which will stop the loop process. And you can't stop a built-in function once it has started.
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Wow, that's a huge necro.