I downloaded it and it's safe. Pack them into a zip file not a rar, then you can upload them in an asset. Alternatively you can split them into 5 rars/zips.
Is there some better way to populate the array of unit types in my record or am I doing it the correct way? Usually outside of SC2 I would use a static XML /text/whatever file to store all of the information on what units belong where... is there something like this in the editor?
There is. In the data editor there is the catalog "User Types", with that you can create fields with different types(string, int, gamelink etc) and inatances of those fields. You can use triggers to get those values.
You can use the End Game For Player action end the game in either victory or defeat, with that the player also has the option to return to the game. If you want to change that text, open up the text editor(F8) and filter on "UI" and "GameResultDialog". Any changes you'll make to these text entries will be represent in the game.
With the Set Alliance Aspect, Set Alliance or Set Alliance(One Way) actions you set different kind of settings between players, like shared vision and defeat.
I don't know about victory/defeat conditions in data, if it's possible at all. But I think it's easier with triggers anyway.
You can add all players into a player group and when a player gets defeated remove him from there and add it to a defeated player group. After that check how many players still remain in the active group, if it's only 1 then do a player group loop for both groups and then end the game in defeat/victory for the picked player.
Why would Blizzard use kickstarter? They've enough money if they wanted to continue that game. Or do you mean as a community? In that case good luck with copyright and stuff.
The else can be removed as it is not used. Lastly, the "InitTriggers" as well as the "InitLibs" can also be removed as this is generated by the editor. You a initialization function in the bar at the bottom.
I´m not seeing an invalid parameter but you've an opening bracket after the UnitGroupLoopBegin, which should not be there. And there is no UnitGroupLoopEnd after while loop.
Edit: Are the variables you are using created via the gui? If so, then their name comes with a prefix: gv_. The name would be then gv_blast. I also believe you're missing a ")" at the end of the function.
In Layer->Select from you can activate multiple layer selection. And you can copy/paste across multiple maps, just open a new map when you copied stuff.
As far as I remember, it was a map where you could only build sunken colonies or maybe even spore colonies. The player would create a maze of these colonies for the units to walk trough. I think you could also buy units with every x kills. A TD with only 1 tower and a handful of units doesn´t really sound fun to me. I don´t think a lot of players would play this map over other TDs that are already on battle.net unless it is greatly improved and expanded on.
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I downloaded it and it's safe. Pack them into a zip file not a rar, then you can upload them in an asset. Alternatively you can split them into 5 rars/zips.
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Render->Lighting->Show Shadows or ctrl-H.
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For me it is. The xml's only appear when they contain data though.
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@Swizzler101: Go Here is a good tutorial on user types: http://www.sc2mapster.com/forums/resources/tutorials/49018-data-triggers-getting-started-with-user-types/
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There is. In the data editor there is the catalog "User Types", with that you can create fields with different types(string, int, gamelink etc) and inatances of those fields. You can use triggers to get those values.
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You can use the End Game For Player action end the game in either victory or defeat, with that the player also has the option to return to the game. If you want to change that text, open up the text editor(F8) and filter on "UI" and "GameResultDialog". Any changes you'll make to these text entries will be represent in the game.
With the Set Alliance Aspect, Set Alliance or Set Alliance(One Way) actions you set different kind of settings between players, like shared vision and defeat.
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I don't know about victory/defeat conditions in data, if it's possible at all. But I think it's easier with triggers anyway.
You can add all players into a player group and when a player gets defeated remove him from there and add it to a defeated player group. After that check how many players still remain in the active group, if it's only 1 then do a player group loop for both groups and then end the game in defeat/victory for the picked player.
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Why would Blizzard use kickstarter? They've enough money if they wanted to continue that game. Or do you mean as a community? In that case good luck with copyright and stuff.
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Well, I figured it was the unit filter in that line. This is a correct unit filter:
You can also remove one "(" at the end. Also in this line you'll need to remove the bracket after blast.
And in this line the bracket after UnitGroupLoopCurrent needs to be moved to after blastangle, to close PointWithOffsetPolar correctly.
The else can be removed as it is not used. Lastly, the "InitTriggers" as well as the "InitLibs" can also be removed as this is generated by the editor. You a initialization function in the bar at the bottom.
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A unitgroup loop should look like this:
I´m not seeing an invalid parameter but you've an opening bracket after the UnitGroupLoopBegin, which should not be there. And there is no UnitGroupLoopEnd after while loop.
Edit: Are the variables you are using created via the gui? If so, then their name comes with a prefix: gv_. The name would be then gv_blast. I also believe you're missing a ")" at the end of the function.
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@unclesatan: Go You cannot declare a variable in a parameter, like you do with:
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Doing it via triggers is much easier.
The issue order should look like this:
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Custom hotkeys for dialog items or the command card? And if you set them up for the command card, why would do that via triggers?
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In Layer->Select from you can activate multiple layer selection. And you can copy/paste across multiple maps, just open a new map when you copied stuff.
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As far as I remember, it was a map where you could only build sunken colonies or maybe even spore colonies. The player would create a maze of these colonies for the units to walk trough. I think you could also buy units with every x kills. A TD with only 1 tower and a handful of units doesn´t really sound fun to me. I don´t think a lot of players would play this map over other TDs that are already on battle.net unless it is greatly improved and expanded on.
Really? Did you have a look at the arcade section of battle.net? :P