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    posted a message on Music while you map?

    Usually more ambient stuff such as thunderstorm tracks, soundtracks from movies or games, or even some soft dubstep work best for me!

    Posted in: Off-Topic
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    posted a message on Can someone make a Custom UI tutorial with the new patch?

    Holy necromancy, Batman!

    Posted in: General Chat
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    posted a message on Favorite Custom Map Features

    Thank you so much everyone for your replies. I really didn't know if this thread would be here when I got back.

    Quote from Ability1: Go

    VagabondAngel, you can try Night of the Dead since you like survival, stats and custom triggers.

    For me, the key things I look for custom maps are similar to ZealNaga (it's simple to grasp but not easy to bring to life): i) Replayability ii) Polish iii) Unique look

    I have tried that map myself, but it's so complicated. I'd have to run it a few more times to really understand whats going on, but the first time you play it, it's overwhelming the amount of complexity. I think Klishu mentioned that point above. I also second your polished and unique look of maps suggestion.

    Quote from StragusMapster: Go

    VagabondAngel, I mean maps that are easy to learn and play well on the first run, without having to spend forever reading or analyzing stuff. Yet, the same maps should offer the potential to always improve one's gameplay and do better than the previous game.

    Games such as Chess and Go are easy to learn, yet there's no end to how far one can improve his gameplay through better planning and strategy. Games such as Tic-Tac-Toe are easy to learn but one quickly reaches the optimal gameplay, without any way to further improve one's gameplay hence it becomes uninteresting.

    Thanks for clearing this up. I can agree with everything you've said here. A very dynamic map is a good thing, for both experts, and newbies. It only makes sense to have a map that feels fresh enough every time you play it while you get better at whatever type it is.

    Quote from SheogorathSC: Go

    Polish: Descriptions, lore, tooltips and UI.

    Looks: Terrain, good use of models and animations.

    MOBA: Good pace and relaxing.

    I don't know about everyone else, but I do agree with you on the UI portion. I absolutely LOVE fancy UIs and tooltips. It's all about the cosmetics!

    The pace of a map is a good note too. I'll have to keep that in mind as far as casual / hardcore is concerned with a custom scenario.

    Posted in: General Chat
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    posted a message on Favorite Custom Map Features

    @StragusMapster: Go

    Easy to learn and hard to master in terms of what? Complex tech trees and gameplay? Or do you mean that it just takes a long time to complete everything?

    Posted in: General Chat
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    posted a message on Favorite Custom Map Features

    Greetings, forum.

    There's been a question in the back of my mind lately.. not only will this help me get an idea on how to flesh out the map I'm currently working on, maybe we can also collaborate and get our ideas out there.

    What do you, as a custom map and Use Map Settings connoisseur like to see most in custom maps? Whether it be stat tracking, cinematics, flashy abilities, variety of units, or what have you, pick one or two primary things and maybe specify your favorite custom map type. They don't necessarily need to be limited to the list I just gave.

    Personally, I do like to see numbers (whether or not they mean anything) in custom maps in the form of stats, whether it be level, shows of progress, win loss ratio, and anything along those lines. On top of a stats, I also like to see impressive, flashy triggers (whether simple or outrageously complex) included in custom games for a more polished look.

    So, I'm going to have to say:

    Primary: Statistics and Tracking
    Secondary: Custom Triggers
    Favorite Mode: Survival

    What say you?

    Posted in: General Chat
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    posted a message on Raynor's flashlight on normal Marines?

    @bravetarget: Go Even more simple than this method: add the behavior "Raynor - Flashlight" to your marine unit in the data editor. Worked for me, no need to mess with models or anything like that.

    Posted in: Data
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    posted a message on [Solved] Local Variable Help

    Double post, apologies.

    Thank you all very much for your replies, and helping me to understand how SC2 handles local and global vars. I created a global and used that to check against for the kill rewards. Success!

    I've learned a lot from this community. Maybe I'll upload my map once I complete it to try and sort of give back.

    Posted in: Triggers
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    posted a message on [Solved] Local Variable Help
    Quote from Zolstice: Go

    @VagabondAngel01: Go

    like my post said on your other thread (that was locked). Local Variables exists only in that one trigger instance. you definitely need a Global Variable. Arrays help with that =P

    Going to try it out here shortly! Finishing up with dinner, then I'll give it a run and check it out with a global array.

    Posted in: Triggers
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    posted a message on [Solved] Local Variable Help

    @Kueken531: Go

    @OneTwoSC: Go

    So essentially what you guys are saying is that I need to create a global variable to keep this from happening?

    What exactly are local variables used for, if they're used for anything at all? Is it constrained inside of the trigger only? The reason I'm confused is because if the trigger runs more than once, it shouldn't fire because the variable is already set to true.. so you're saying each fire is just a separate instance of the trigger?

    I'm sure the global variable idea will work.. I just didn't want to create 5-6 global variables per player in the game, so I'll try the array idea you suggested. It may have to wait until tomorrow, due to the time of evening.

    Posted in: Triggers
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    posted a message on [Solved] Local Variable Help

    Greetings,

    I'm having an issue with adding kill rewards in a defense map. The kills you get scale into the thousands, and you can kill anywhere up to 6 units in under a second's time, so I need a variable to block the trigger from running more than once when fired. I have created such a trigger.

    The specific trigger runs once a player reaches 1500 kills, and triggers a boolean local variable to true when it fires, failing the conditions so that the trigger will not repeat. I have the conditions set to require that the local boolean variable be != true, and Player[playernumber] kills == 1500. The very first action in the trigger is flipping the boolean so it will be sure to fail conditions as quickly as possible.

    However, the issue I'm having is that the trigger will fire more than once regardless, even if the boolean is set to true despite the conditions I set. The event is "Any Unit Dies," but should only run if the conditions are met.. I'm starting to get frustrated with it, haha.

    Is there something I'm missing with this? Is there something extra I need to do for local variables to register or something? It's almost as if the variable I created doesn't exist.. I haven't tried a global variable, since I figured it was unnecessary for something that only happens once within the trigger.

    Thank you for your time.

    ~VA

    Posted in: Triggers
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    posted a message on Local Boolean Variable Not Working

    @Zolstice: Go

    Oh, sorry for that. I didn't notice the other sub-forum!

    Posted in: Data
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    posted a message on Why won't they move?

    @littlefury916: Go

    Also, make sure that you replace existing orders. I've had trouble with anything set otherwise, especially off spawn.

    Posted in: Data
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    posted a message on Local Boolean Variable Not Working

    Greetings,

    I'm having an issue with adding kill rewards in a defense map. The kills you get scale into the thousands, and you can kill anywhere up to 6 units in under a second's time, so I need a variable to block the trigger from running more than once when fired. I have created such a trigger.

    The specific trigger runs once a player reaches 1500 kills, and triggers a boolean local variable to true when it fires, failing the conditions so that the trigger will not repeat. I have the conditions set to require that the local boolean variable be != true, and Player[playernumber] kills == 1500. The very first action in the trigger is flipping the boolean so it will be sure to fail conditions as quickly as possible.

    However, the issue I'm having is that the trigger will fire more than once regardless, even if the boolean is set to true despite the conditions I set. The event is "Any Unit Dies," but should only run if the conditions are met.. I'm starting to get frustrated with it, haha.

    Is there something I'm missing with this? Is there something extra I need to do for local variables to register or something? It's almost as if the variable I created doesn't exist.. I haven't tried a global variable, since I figured it was unnecessary for something that only happens once.

    Thank you for your time.

    ~VA

    Posted in: Data
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    posted a message on (Solved) Shrike Turret (Yes, they do fire.)
    Quote from DrSuperEvil: Go

    give unit a buff behaviour by default that disables the attack ability and is removed when the Is Constructing validator returns false

    Did what you suggested, and it solved my issue flawlessly! Thank you for the feedback.. this has been stumping me for awhile.

    Posted in: Data
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    posted a message on (Solved) Shrike Turret (Yes, they do fire.)

    @DrSuperEvil: Go

    As you said, it was worth a shot, but alas it didn't do anything. Can you walk me through creating a custom validator for that, or at least point me in the right direction?

    Posted in: Data
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