The main goal of a rating system is not to efficiently allow people to blindly download all of the 'top 20 maps', but to encourage fair competition. This means players should be encouraged to try newly released maps, and old maps should never have an advantage just because they have 10,000 downloads.
I'm using it and it doesn't stutter at all, but of course my speed is reasonable (0.2 to 0.4 range per step) and the trigger runs 50 times per second. Move orders are not a viable replacement for me because running backwards and strafing to dodge weapons is kind of a big thing in my map.
I'm aware of the issue where if you don't define every locale, copies of the game in different locales will skip your text changes and display gibberish. There have been a few solutions posted, but it is impossible for me to test them without a friendly American/French/Chinese on hand.
So:
Extracting the map file and copying enGB.SC2Data to all other locales, then editing ComponentList.SC2Components
-> Will this change allow strings added AFTER this change to propagate to other locales as well, or will I have to redo this every time I change text somewhere?
-> Will this affect both data editor strings AND strings in triggers?
-> Is there a better solution that affects both data editor strings and strings in triggers?
On the front page of sc2mapster it has those good looking videos that will probably contribute a lot to advertising a map. What do people use to record those? Google revealed several programs but they seem to be paid...
This has me puzzled. I have a Blink spell clone with the maximum allowed range that's supposed to act as a teleport to distant map points.
The problem is, you can click on unexplored areas. It will indeed trigger the teleport, but you will then blink in place. Considering you just spent 8 seconds in the prep 'cast' phase, you'd probably be slightly annoyed if this happens.
Is there a way to either make Blink work when cast at black fog or make it produce an immediate error when you attempt it?
Persistent stats can be implemented if you use 'bank' to save a bitfield with sufficiently advanced encryption.
Not to discourage you from attempting this project, but an exact clone of Dota may be a waste of a good editor. This is a new engine with many revolutionary possibilities (easy WASD controls, powerful ability creator, ...). Why not use these opportunities to create an even better game?
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Quickie question: Is it possible to test a map as a different player (ie. on the other team)?
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The main goal of a rating system is not to efficiently allow people to blindly download all of the 'top 20 maps', but to encourage fair competition. This means players should be encouraged to try newly released maps, and old maps should never have an advantage just because they have 10,000 downloads.
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Is move instantly really that bad?
I'm using it and it doesn't stutter at all, but of course my speed is reasonable (0.2 to 0.4 range per step) and the trigger runs 50 times per second. Move orders are not a viable replacement for me because running backwards and strafing to dodge weapons is kind of a big thing in my map.
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Hi,
I'm aware of the issue where if you don't define every locale, copies of the game in different locales will skip your text changes and display gibberish. There have been a few solutions posted, but it is impossible for me to test them without a friendly American/French/Chinese on hand.
So: Extracting the map file and copying enGB.SC2Data to all other locales, then editing ComponentList.SC2Components
-> Will this change allow strings added AFTER this change to propagate to other locales as well, or will I have to redo this every time I change text somewhere?
-> Will this affect both data editor strings AND strings in triggers?
-> Is there a better solution that affects both data editor strings and strings in triggers?
Thanks!
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This will help you adapt your triggers, but what about the text in unity/ability/behaviour descriptions?
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This is when a map is opened in a game version with a different region/locale than it was created in.
I don't know why Blizzard did this, but it means if you want a US English map you need to make it in the US English editor or else hack it.
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On the front page of sc2mapster it has those good looking videos that will probably contribute a lot to advertising a map. What do people use to record those? Google revealed several programs but they seem to be paid...
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Thanks! :)
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There's a parameter - I don't know the exact name (am at work) but it is set to 'defensive' in your unit object. Set it to 'none'.
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Isn't there a terrain deformation actor?
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Well, yes, but this is beta and if Blizzard changes something then all objects that aren't green will change along with it.
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This has me puzzled. I have a Blink spell clone with the maximum allowed range that's supposed to act as a teleport to distant map points.
The problem is, you can click on unexplored areas. It will indeed trigger the teleport, but you will then blink in place. Considering you just spent 8 seconds in the prep 'cast' phase, you'd probably be slightly annoyed if this happens.
Is there a way to either make Blink work when cast at black fog or make it produce an immediate error when you attempt it?
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It is definitely a new model. The sawblade is not part of any existing building. :)
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Thank you very much. :)
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Persistent stats can be implemented if you use 'bank' to save a bitfield with sufficiently advanced encryption.
Not to discourage you from attempting this project, but an exact clone of Dota may be a waste of a good editor. This is a new engine with many revolutionary possibilities (easy WASD controls, powerful ability creator, ...). Why not use these opportunities to create an even better game?