I tried to save several 10000s of data entries in a bank and it works fine. Within a second I've stored 8 Megabyte of data in that bank!
Now that's a *little* bit more than 1 kb.
And honestly I can already think of (non-abusive) ideas to store 20-50 kb of data in a bank.. You could even have the players have biographies :D
And it's not really the storage that'd be the problem for Blizzard, but the additional traffic. Files would be sent/received all the time which would probably impact battlenet latency.
And on blizzcon (or whereever) they said there'd be a way to store information on the players' computers. They didn't mention plans to store this data online.
I highly doubt we'll be able to store them on Blizzard servers.
You should be able to trigger it.
Use "Set Catalog Value" to change the description.
For example if you would want to change the damage of the Ghost's Snipe you'd do that:
Catalog - Set value of Effects "snipeDamage" "Amount" for player 1 to "5"
I've had a similar problem with the Marine - Gauss Rifle, too.
The map locked up everytime I tried to use that effect. If I remember correctly I tracked the error down to the attached special effects (I think it was the one that created sparks on impact).
I think the Thor - Anti Air fires several missiles at once. Maybe you can check that out.
Also the Collossus fires at least two lasers, so that's worth to check out, too.
Quote from ElementOfWater:
Correct me if I'm wrong, but I heard that "banks" will be stored over Battle.NET, on Blizzard's own servers, linked to your account. Then you wouldn't have to worry about encryption at all.
Where did you hear that? At least during normal playing the banks are stored on your own system..
Anyway encryption is a MUST HAVE. Even an easy and quick encryption can already be safe enough to be completely secure (unless the NSA wants to hack your code..)
The problem is that Blizzard has to find a way to lock maps so that no others can open it and view the map script. Because, no matter how good the encryption, if you can see the source code then you can circumvent any encryption without much hassle.
Warning Warning! Wall of text! Everyone enter the safety vaults! Warning Warning!
Really, please add some paragraphs to your posts.. Just look at it and tell me you are able to read that without getting eye cancer.
I suggest simply posting the map with a small description added, as, if I'm not wrong here, you're not actually asking for any help but telling us about your work. Trigger code says much more than 1000 words :)
Now, I don't see any reason for protecting the map, same as I don't see a reason for DRM in games, or other media. But if you really are that paranoid, this is your only solution for now. And I honestly don't think it will take that long of a time before someone figures out how to read maps from BNET (customs w protection that is).
Well, there is. Some people WILL try to cheat, and you don't want your map to be a playground for cheaters. Especially in RPGs.
And DRM in games is useful too - up to a certain degree. People made these games for a living so of course they try to protect it.
It's different for SC2 maps though, as they're only fun projects (and you don't own any rights, so basically it's not yours anyway lol)
Did anybody already notice the new ghost animations that came with the newest patch?
You can check them out in the Previewer - the Ghost now has a "Morph" animation set where he holsters his rifle.
Did anybody else notice any changes in already existant models?
Honestly, the best thing to do is to just release it.
There are no map hakkerz in SC2 yet and it'll bring you short-lasting fame and push your ego :=]
It's always good to have people learn from your maps. The only reason to protect a map, imo, is when you got some sort of save system or if you want to prevent cheating - which, in a single player game, won't interest anyone anyway.
That's nice work there, I wished I could say that my project team is already dedicated, but we decided to wait until SC2 is out and we have all resources at our disposal before we start working.
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The string probably is the ability name. Doesn't this ability exist in GUI? Just "sample" it in GUI, then check what values the Editor puts in there.
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Well, there is. Some people WILL try to cheat, and you don't want your map to be a playground for cheaters. Especially in RPGs.
And DRM in games is useful too - up to a certain degree. People made these games for a living so of course they try to protect it. It's different for SC2 maps though, as they're only fun projects (and you don't own any rights, so basically it's not yours anyway lol)
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Did anybody already notice the new ghost animations that came with the newest patch? You can check them out in the Previewer - the Ghost now has a "Morph" animation set where he holsters his rifle.
Did anybody else notice any changes in already existant models?
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Honestly, the best thing to do is to just release it. There are no map hakkerz in SC2 yet and it'll bring you short-lasting fame and push your ego :=]
It's always good to have people learn from your maps. The only reason to protect a map, imo, is when you got some sort of save system or if you want to prevent cheating - which, in a single player game, won't interest anyone anyway.
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That's nice work there, I wished I could say that my project team is already dedicated, but we decided to wait until SC2 is out and we have all resources at our disposal before we start working.