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    posted a message on DISCOVERY: The 0.0625 time limit OVERCOME
    Quote from s3rius: Go

    @Dustin374: Go

    Negative. That is frame-rate dependend. If you're running the game on 16fps then it'll be updated every 0.0625. Mostly you're running on much higher speeds though. If it was only 16fps then the game would look crappy. Animations were chunky, etc.

    Are you sure? Most games I've heard of have a fixed-length physics step for stability. And there's no way that SC2's update step is frame-rate dependent in multiplayer, since it's entirely deterministic. For a game that runs in lockstep, I think a 62.5ms physics update step is entirely reasonable, especially without a gameplay-related physics simulation.

    Posted in: General Chat
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    posted a message on New Natives coming fresh out of the PRT file 1.2?

    @LazyCoder: Go

    There's one for all three dimensions of world coordinates:

    native fixed EventMouseMovedPosXWorld ();
    native fixed EventMouseMovedPosYWorld ();
    native fixed EventMouseMovedPosZWorld ();
    
    Posted in: Galaxy Scripting
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    posted a message on Player Group variable type
    Quote from NuclearPhoenix: Go

    But what I need to know is what sorts of boolean, mathematical, and comparative expressions can I perform with it?

    There are none. The only way to interact with a player group are the associated functions. Equality comparison might exist for player groups, I'm not sure.

    Quote from NuclearPhoenix: Go

    For example, if I have a Player Group that contains players 1, 2 and 3, and I ask it: Does Player Group == Player 3? What is the response? The two values are clearly not equivalent so I'm guessing it should say "false." What if I ask it to subtract 1 from the Player Group? What does it do?

    Both of those are illegal and won't compile. It's meaningless to compare a player group to a player, as well as to subtract an integer from a player group.

    Posted in: Triggers
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    posted a message on Trying to publish a Mod but the word STARCRAFT is in it...

    The Text module shows all the text in your map. There's no way to search it that I can see, but at least it'll all be in one place.

    Posted in: Miscellaneous Development
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    posted a message on Normal Minerals to Rich Minerals

    Be warned, that will reset all the mineral patches to full, and make everything mining from them at the time stop (I believe).

    Posted in: Miscellaneous Development
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    posted a message on How to store newly created text tags?

    Text tags are secretly just integers, but as far as I know you need to use a custom script to get the GUI to convert back and forth. Use these:

    Convert Text Tag To Integer
        Options: Function
        Return Type: Integer
        Parameters
            Text Tag = (Last created text tag) <Text Tag>
        Grammar Text: Integer(Text Tag)
        Hint Text: Converts a text tag to an integer value.
        Custom Script Code
        Local Variables
        Actions
            General - Return lp_textTag
    
    Convert Integer To Text Tag
        Options: Function
        Return Type: Text Tag
        Parameters
            Integer <Integer>
        Grammar Text: Text Tag(Integer)
        Hint Text: Converts an integer value to a text tag.
        Custom Script Code
        Local Variables
        Actions
            General - Return lp_integer
    

    You need to use a custom script value to insert "lp_textTag" and "lp_integer".

    Posted in: Miscellaneous Development
  • 0

    posted a message on SC1 Units, where art thou???

    Only the SC1 units that are in the campaign are in the editor. None of the cancelled/removed units are there, nor are SC1 units that don't show in the campaign.

    Posted in: Miscellaneous Development
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    posted a message on Need help with "Open Bank" ....
    Quote from Glynn: Go

    When you open a bank, you can't use a variable for the player number, you need to change this line to:

    Wait, what? Really?

    Posted in: Miscellaneous Development
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    posted a message on Anyone tried WASD online in phase 2?

    Blizzard is working on it; Dustin Browder said as much during a fairly recent interview. It's just a hard problem.

    The problem is, I believe, that there's a delay between a trigger-issued order and the order taking effect. So when someone presses a button, that information is sent out over the network. As soon as that information reaches all the clients (one network trip total so far), the triggers can know about it. The event couldn't be sent before because it has to be synchronously sent on all clients. The trigger issues an order, but the order doesn't take effect until the next network tick (two total network trips). So the apparent lag is twice as bad as if the order was simply issued normally.

    That's my understanding, anyway.

    Posted in: Miscellaneous Development
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    posted a message on Stone (40,000 BC) vs Battle.net 2.0 (2010)

    @tigerija: Go

    Battle.net: will evolve to gain three of the four remaining features.

    Rock: will remain in 40,000 BC forever.

    Posted in: General Chat
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    posted a message on Campaign Research Options

    At least for my first play-through:

    Additional attack speed/damage for marines. If I'm using marines, I better outnumber them, so I better be hitting them more than they're hitting me. Thus, damage. I wonder if I'll regret that on non-base-building missions, though.

    Instant supply depots all the way.

    Obscenely fast SCV production or three total food saved per geyser? Let's go with fast SCVs.

    Probably Ravens for Point Defense Drone, but it depends on what the Science Vessel does.

    Might go with drop pods for awesomeness, but double Marauder production? Awesome.

    Turrets for bunkers, combined with…

    The ability to make flame turrets.

    Pfft, transports, I'll go with the Predator—especially if I stick with drop pods.

    I have no idea about the last two, I'll wait and see.

    @progammer: Go

    This wasn't data-mined, this was publicly distributed information. Also, you don't choose between Protoss and Zerg, every stage unlocks two options in each list, of which you can only pick one. So five total Protoss techs and five total Zerg techs.

    Posted in: General Chat
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    posted a message on Unique Unit Type

    @DarkShape80: Go

    You should definitely be able to create a requirement in the Data Editor. You might have to duplicate the Mothership's requirement, but it should definitely be possible.

    Posted in: Miscellaneous Development
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    posted a message on unit fire two weapons at same time

    You should probably do it the same way that Blizzard makes their units fire twice at the same time. Make one weapon, but make its effect launch two missiles. Look at the Phoenix for an example.

    I believe no unit will ever fire multiple weapons at once. For example, the Thor has two different weapons it can use against Colossi, since they can be targeted as both ground and air; but it always just picks one (ground close enough, air otherwise).

    Posted in: Miscellaneous Development
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    posted a message on This is more epic than the SC2 trailer

    @progammer: Go

    "Heroic or grand in scale or character" this is not.

    It does, however, blow my mind.

    Posted in: General Chat
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    posted a message on [Video, Triggers] Hero Revival
    Quote from OneTwoSC: Go

    @Mille25: Go To Sublimity: Good to know. Both work... it also demonstrates using Pick each unit, which a lot of people could use some familiarity with.

    You'd have to use Pick Unit anyway, to hide the items.

    Posted in: Tutorials
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