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    posted a message on Dialog Item Styles

    @Nevir27: Go

    No I mean dialog item style. Like he just posted above

    Posted in: Miscellaneous Development
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    posted a message on Dialog Item Styles

    @Southpaw444: Go

    Ladik's MPQ editor

    @barakatx2: Go

    Does these style actually change the default dialog background ? Could you take some screenshots of different style

    Posted in: Miscellaneous Development
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    posted a message on Starcraft Cake

    No, the cake is a lie.

    (jk, awesome work) :D

    Posted in: General Chat
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    posted a message on Conditions: comparing a unit's Y position against anothers

    @HeroicPrinny: Go

    You can compare y of point, the point will be position of unit. It should be something like

    Y of (position of Triggering Unit) == Y of (position of Your Unit)

    Posted in: Miscellaneous Development
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    posted a message on [Project] Matchmaking - The Game

    Here's a new project I just have released a demo version.

    Info at project page http:www.sc2mapster.com/maps/matchmaking-game/

    Basically, it's a puzzle game of matching that you have to match 2 unit of the same type. The longer the link between them, the more unit you will get to battle. All unit waves are predetermined, board size and number of unit in your board are predetermined but random position. Score system are based on exponential function.

    Any mechanics currently implemented above can be changed. Please provide your suggestion.

    Posted in: Project Workplace
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    posted a message on Pro lan accounts, chat channels, identifiers... coming
    Quote from RileyStarcraft: Go

    The important thing is delaying it long enough to capture sales from people who can't wait for a pirated version to come out sometime in the indefinite future.

    I think you got it right there, when the professional version is pirated and start surfacing everywhere, Heart of the Swarm is released. It then start over again with Legacy of the Void

    Posted in: General Chat
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    posted a message on Turning off mousewheel scroll

    @ezbeats: Go

    Even if you can detect it, there's still not a way to cancel those input ( like F10 will open the menu no matter what). The only way is to lock camera input but this will lock everything as well ( mouse +keyboard scroll)

    Posted in: Miscellaneous Development
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    posted a message on Pro lan accounts, chat channels, identifiers... coming

    @SquarelyCircle: Go

    Yeah I mean it's happy news. Still It sucks that people who actually bought the game have to switch to another version when they want to play LAN, while pirating people will play it happily through LAN clients or w/e, laughing at our silly ladder

    Posted in: General Chat
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    posted a message on Pro lan accounts, chat channels, identifiers... coming
    Quote:

    So the pirated version will have better feature than ours

    That is all.

    Posted in: General Chat
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    posted a message on trouble beating Strategy AI 0.42 on hard

    @Sixen: Go

    Well not really. Since all those AI are modified XML file in the game data (Base.Sc2Data). All these launcher do is to replace those file and load up the map. If so then we can replace it ourself and load up a melee map with computer enabled in GE just fine ( havn't tried though )

    @PrivateTickles: Go For your AI, i heard all of them are pretty easy to beat once you know the pattern. However some 2x mineral cheat AI is impossible though. Watch the replay if you're not sure

    Posted in: Off-Topic
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    posted a message on [Contest] Wallpaper - Vote 2/3
    Quote from SquarelyCircle: Go

    @progammer: Go

    You can re-vote (bottom right).

    Well, missed it. Thanks

    Posted in: Project Workplace
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    posted a message on Maximum Trigger Loop Limit (Execution take too long error)

    Not really a bug report or feedback, this was just something i wanted to post so other people with the same experience can fix their problem. If this didnt seems to be a right place, just move it.

    This was a problem regarding "trigger error: Execution take too long". To my knowledge this was an error to detect infinite loop. For eg: When a loop have run repeatedly passed a certain big number without finishing, sc2 trigger considered it an infinite loop and terminate it.

    Test this trigger in your map and find out that magic number yourself

            x = 0 <Integer>
            
            General - While (Conditions) are true, do (Actions)
                Conditions
                    x < 1000000 ( 1 million,so this loop is theoretically finite  )
                Actions
                    Variable - Modify x: + 1
                    Debug - Display (Text(x)) as debug output using Type 1, and Do display it in the game window
    

    The final number you get before error is 370366, which is about the maximum number of loop execution you can do in ANY map. I figured out this limit in my board-style map of 20x20 when it have to run over it twice for each number A ( about A x 20x20x20x20 = A x 160000 loop )

    To map developer: If you ever find yourself in this error, try to calculate number of loops your trigger is executing and try to reduce efficiently

    To GE developer: This number with me seems unrealistically low for even just a semi-complex board game ( like my example ) Just some feedbacks to hope it get increased

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Contest Ideas

    How about a model attachment contest ? Have to use all ingame model and actor in game data to attach into something cool. It can be either done with trigger or data editor. Custom attachment point is acceptable. Model scale (x,y,z) is acceptable. The good thing about this is no actual modeling skill is needed ( more people can compete) and easier to compare/vote by screenshot and awesomness

    Edit: It can be something like the death baneling's use of model hidden partially underground

    Final edit: Yeah I forgot mentioning Terratron :P

    Posted in: General Chat
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    posted a message on [Contest] Wallpaper - Vote 2/3

    @vjeux: Go

    Quote from vjeux: Go

    The problem with a one-vote only is that everyone will vote for the one that stands out, but no one is going to "spend" their vote in the others. Having multiple votes, people can chose the top 5 they like, and we have a much better repartition of the entries :)

    Should definitely tell it beforehand since people will still 1-vote anyway (didnt know) and then not be able to vote more

    Posted in: Project Workplace
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    posted a message on Generating random terrain

    @Moooyaah: Go

    Quote from Moooyaah: Go

    @Jrad3412: Go

     Unit - Create X Braxis Alpha - Destructible Debris (1x1) for player 1 at (Random point in Region) facing 270.0 degrees (No Options)
    

    That should do what you want, balance the variable X for each difficulty setting and you are done :) It's totally random though, so it's not guaranteed the placement would be well done.

    Another solution could be to place the rocks at predefined points, but that's up to you!

    No you didn put x in the create action, once a random point is chosen, all x units will be created at the exact same point, not producing the randomness you want. Just loop create action of 1 unit x times, that way x rock will be spawned at random location.

    Posted in: Miscellaneous Development
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