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    posted a message on Too many threads

    A new thread is created when:
    - A trigger with the event "Map initialization" (or any event for that matter) is run.
    - Running a trigger with the option "Don't wait until it finishes".
    - Running an action which has the "Create thread" option on (this can be changed in the definition only, you cannot change it when you are actually calling an action).

    It is safe to change the "Don't wait until it finishes" to a "Do wait until it finishes" when there are no wait instructions in the trigger you are about to run. Same for actions you have defined yourself.

    Also there is a tool in the editor to allow you to see what threads are currently running. This can be enabled in the editor in:
    File -> Preferences -> Test Document -> Enable "Run in windowed mode" AND enable "Show Trigger debugging window"
    When testing the map (in the editor, not in battle.net), it should show a window which has a tab "Threads".
    The problem might be that a lot of these threads disappear as soon as you started the map so keep that in mind.

    Posted in: Triggers
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    posted a message on What is the Perfect World? (deep discussion)

    Perfect is a very relative word and it all depends on what restrictions you are trying to impose upon yourself on which you have to create the perfect world.
    - You can change the mindset of humans so they think that this is the perfect world for them.
    - You can change the laws of physics to create a different world but don't change humans behavior.
    - You can change the planets (so: resources, climate, hills, oceans, species, ...). This will obviously be the hardest part as you will have to define what "perfect" means ... is it the happiest world? The "least unhappy" world? The fairest world? ... ? You will never managed to create a perfect world because I'm pretty sure that for example two people want to be the only leader of the world and that's obviously not going to happen.
    - Finally you can keep the planets and the humans behavior and try to create the "perfect past" which would give the perfect future ... once again "perfect" here is very relative.

    Posted in: Off-Topic
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    posted a message on What is the Perfect World?

    Quote from Kimphoe:
    I must say the same, if the title would have been; "What is perfect world" then I would've got that it was about the game.

    I was in for deep discussions!
    ----

    Same ... maybe we should hijack the tread?

    Posted in: Off-Topic
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    posted a message on Tired of hackers.

    Well, I think that the easiest way to get a good anti-hack system is to beg Blizzard to add a function called "BattleNet Player ID" which would just give an ID that is linked to the players account. Then if we notice a person is cheating we can just add a list of all "bad" IDs and kick them out of our maps when the game starts.
    This would also be handy to validate admins.

    Anyone up for begging Blizzard about it on the official forums with me?

    Posted in: Off-Topic
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    posted a message on Tired of hackers.

    People can just get a new ID and recreate the scores they had previously.

    The easiest way to blacklist people is to blacklist them in the code of the map itself with their name and identifier. Not sure if this is possible though :(.

    The strongest anti hack system I thought of was one where instead of saving the bank on a certain event, it would update the bank code the entire game and only at the end save it. If an "impossible" event would happen (through cheating/hacking), it would update the bank code is a wrong way making the bank unloadable. This will hinder your modifiability though and is not allowed to bug :(. Also being able to write weird Math function which are doing simple things can really help here so hackers won't know whether or not a function is helping the bank save the correct code or if it is doing the opposite.
    (Very simple) example: ((SomeInteger * 112 - 39) / 5) / 19 != 0 will be false if SomeInteger is 1, but true if SomeInteger is 2.
    High degree polynomials, Sin, ArcSin, Integer division, Integer overflows ... are your friends here in unreadable code.

    Other ways of making maps hard to hack (this is mainly when you want to disable single player RPG) where you have an external program which generates masses of randomly generated galaxy protection code that protects any "impossible" events so they'll have a hard time removing this all. This takes some time to code though and can affect your performance though :(.

    Posted in: Off-Topic
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    posted a message on ORPG's

    oRPG's take a lot longer to develop than other maps and are in general harder. And throwing all these hours into it doesn't guarantee you that it's actually fun to play so I'm not surprised.

    Posted in: General Chat
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    posted a message on Showing Timer Window when UI is hidden

    Argh.

    And then I posted here because I was really convinced there was an easier solution that I just couldn't find.

    Another solution would be that if you can't Show the Timer Window, you can always keep the main UI shown but then hide all the UI Frames that you don't need.

    But the longer I think about it, the more I think that putting a timer countdown in the dialog menu that was already there would be a visually better solution so I'll go for that one.

    Thanks to everyone that helped :).

    Posted in: Triggers
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    posted a message on Showing Timer Window when UI is hidden

    Hey all,

    Like the title says I have the UI hidden with the following trigger:
            UI - Hide game UI for UserControlled

    Then I create the Timer Window and show it but it sadly the fact that the UI is hidden makes it now show up.
    Is there a way to keep the UI hidden but the Timer Window to still display?

    Additional Information:
    The research that I done is that this action below might be something that will make it visible but I have no idea what to fill in under UI Frame.
    Show/Hide UI Frame
        Show/Hide: Show
        UI Frame: ???
        Players: All Players

    Do note that when I add the command
            UI - Show game UI for UserControlled
    the timer window shows up properly before you question that the timer window itself might be bugged or something.

    Thanks in advance :).

    Posted in: Triggers
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    posted a message on Creating 1 Unit from 2

    Your trigger will be when a unit enters a region and your condition will be if that unit is a zealot.

    Now in your actions it gets tricky:
    If it is the first zealot you find, put it in a global variable and stop.
    Otherwise you check:
    Is it the same zealot (being funny by walking in and out the region all the time) -> stop.
    Is it another zealot then check if the first zealot is still alive (Optionally you can also check if the first zealot is still in the region.)
    If yes -> Kill both, set the global variable to null and add the upgraded unit.
    If No -> Override the global variable by the current entering zealot.

    Posted in: Miscellaneous Development
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    posted a message on Reviving a hero?

    I was looking for the same thing and couldn't find it in GUI, there seems to be a native for this in the galaxy code:

    void UnitRevive (unit inUnit);
    

    But I haven't tested it yet.

    Posted in: Miscellaneous Development
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    posted a message on Anyone good with Math and Statistics around here?

    Thanks for the definition.

    The problem though that I have is that I miss something in the definition that is related to a map. Certain strategies work "better" on some maps while others don't make sense at all (if there is a map with no vespene gas, then a "carrier strategy" wouldn't really make sense.) I'm pretty sure there are many mirror maps possible that do have dominant strategies. (example island map with 2 islands where they are so small that terrans can't build a lot of supply depots and protoss can't build a lot of pylons, but just big enough for zerg to get mutalisks ... I know I'm evil.)

    I would also add in this definition that every pure strategy should lose against at least 1 strategy per race.

    Another question I'm asking is what properties do the players have and what effect does it have on the strategies (for example strategies which require superman like reflexes, are they valid?) and what effect it has on the definition of game balance? (Note also that it might be possible that an early 5 marine rush with perfect micro can kill 3 zealots: the 3 "chased" marines run around and the 2 other marines shoot.)

    Posted in: Off-Topic
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    posted a message on Anyone good with Math and Statistics around here?

    What is your definition of a "balanced game"? (sorry if I missed it :<)

    Posted in: Off-Topic
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