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    posted a message on Unit Size for Region Detection
    @I7esperado: Nope, it'll always check the centre. You could just enlarge the area though.
    Posted in: Miscellaneous Development
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    posted a message on Resident Overmind
    Quote from dra6o0n: Resident Evil was originally hard not because the enemy is tough, but because they are also slow and you had to deal with cramped up cameras.
    I'd say it way because you'd eventually end up with no ammo :P
    Quote from dra6o0n: Zerglings shouldn't just run at you, when better AI comes out, have them circle and do hit runs.
    That's not such a bad idea, actually. I'll see what I can do with the AI.. atm there isn't any^^
    Quote from Hegemuffin: that you add a run button for 1.5 or 2* movespeed (people would still use walk in approaching ambushes etc.), and also that you put in some sort of subtle tracer that shows the marine's facing (it's a little hard to tell where he's going to shoot based on his default stand animation).
    Press Shift while walking and you'll run :) I'm aware of the arkward aiming. I'm playing with the idea to add a slight auto aim (just like in Resident Evil :P).
    Anyways, would it be possible for me to work with you on the big project you we're talking about? I'd love to work with someone else on this.
    The "big project" consists of nothing more than a working title at the moment. A friend and me are currently brainstorming and we'll probably not start until SCII is out. I don't think you'd want to wait for that long ^^
    Quote from Lonami: Awesome map is awesome, S3erius.
    Yea I know.. my name is difficult to write lol.
    Posted in: Project Workplace
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    posted a message on World of Starcraft - Public Engine Released
    Quote from SCMapper: > I know you said aside from it, but it's that bad, the lack of a built-in security features for banks.
    You need the exact name to open a bank. That's enough to secure it. Usually you'd name your bank something like "WoSCharacterStore". Of course this can be manipulated by any other map or directly by the user. To prevent the user to open the bank and manipulate it we'll have to do the same we did in Wc3 with save codes. We need to encrypt the stored data before writing it into the bank. That's not very hard, as long as you don't get access to the map script (but Blizz said something about map protection so I hope that won't be the case). To prevent other maps opening the bank and manipulating or deleting the content we'll have to somehow change the name of the bank without making it static. Easily done by name hashing. When, for example, I play the map and save my character, the bank wouldn't be called "WoSCharacterStore" but instead "WoSCharacterStore-s3rius". Same goes for loading the bank. Well, of course such a simple "hash" won't stop anyone yet. But if you take my name and run it through a hasing algorythm to change it to something like "56375" then suddenly your bank is named "WoSCharacterStore-56375". Well, good luck on opening this one without knowing it's exact name D: The only real problem I see is that a player could just copy his bank and paste it again in-case he screws up, but I think there should be some way to add security measures for that.. but you'd need to create several banks then... Or we'd have to use Quantum-bit technology :P
    Posted in: Trigger Libraries & Scripts
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    posted a message on Auto attacking teamates
    Well, if you were a tank, would you just start shooting at a friendly MEDIC? I hope not D: Anyway, yea you do need triggers. You could do it like that: Event: - Any unit enters (playable map area) Condition - Unit type of entering unit equal Siege Tank Action - Order (triggering unit) to attack Medic
    Posted in: Miscellaneous Development
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    posted a message on Tactical AI help.
    An idea that comes to my mind from good old WC3: Give the barricades a weapon - something slow-firing that doesn't deal damage. Unarmed units are probably considered unimportant, but only they shoot back, the enemy should start targeting them. I don't know if that works - I didn't try it out, but I know that's a way to do it in Wc3.
    Posted in: Miscellaneous Development
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    posted a message on Passing structs as parameter, GUI & code
    Lol it took me a while to figure that one out: bool gt_VectorUse_Func (bool testConds, bool runActions) { // Actions if (!runActions) { return true; } Vector myVector; return true; } The variable declaration is wrong. Local variables MUST be decleared at the top of the function. In GUI-made functions there's always the if(!runActions)... before you can write your locals. So you have to use the same trick you used to declare the struct to actually use it in functions. PS for passing structs you can use a work-a-round: Create a global array: Vector[1000] allMyVectors; Then pass the index instead of the actual vector. Should work I think.
    Posted in: Miscellaneous Development
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    posted a message on Passing structs as parameter, GUI & code
    It seems that Blizz removed support for pointers. So there's basically no way to pass structs. For writing Galaxy I'd suggest you do it like this -> http://forums.sc2mapster.com/development/tutorials/551-trigger-how-to-not-use-gui/#p4 It's combining GUI and custom script in a clever way to enable you to write your own functions / globals / structs without having to import mapscript.galaxy.
    Posted in: Miscellaneous Development
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    posted a message on Shadow Darkness
    Play around with the following settings in the lighting editor: For darkening all areas: Tone Mapping - Exposure Tone Mapping - Amient Modifier For brightening light sources: Tone Mapping - Diffuse Multiplier Global - Emissive Multiplier If you want ONLY the shadows to have a different color/strength then change the Fill - Diffuse Multiplier Fill - Color Settings Back - Diffuse Multiplier Back - Color Settings Fill is for global lighting (like being shone at by the sun) and Back is for global darkening (like the shadows the sun cast). But iirc it looks arkward if you increase it by too much without adjusting the aforementioned settings.
    Posted in: Miscellaneous Development
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    posted a message on Resident Overmind
    Quote from TECGhost: How the hell did you get lights to work like that? Badass map dude, looking forward to it!
    You can open the map, press CRTL+Shift+F10 and check out the Mar Sara Night Test lighting environment. That's what I modified.
    Quote from vjeux: You just won a news :)
    I really appreciate this - but you have mis-written my name :P (Happens to a lot of people) Anyway, thanks everyone for the good reception. I am working on Beta II as we speak.
    Posted in: Project Workplace
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    posted a message on How to make doodad destructible
    You can use the pathing tool for that. Just place your buildings, then press 'H'. You will switch to a tool with which you can "paint" pathing onto the ground. Just plaint the base of all buildings red and no ground unit will be able to pass through.
    Posted in: Miscellaneous Development
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    posted a message on Input Latency (Delay) over Battle.net
    Well, that's a bad news. We know that: 1) It's been like this in WC3 again (more coding errors that Blizzard repeats). 2) It's like this right now. 3) There's a warning in the GUI to only use keystroke events if it's necessary as they cause mucho net traffic. That definately doesn't sound good.. but if Blizz wants to keep their promise of giving us a powerful tool to work with, then they'll have to change that.
    Posted in: Miscellaneous Development
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    posted a message on Prevent Trigger from running twice in 1 second
    Event: - Your event Condition: - Whatever Actions: - Turn off (this trigger) - Do your stuff - Wait 1 second - Turn on (this trigger) Of course, if (your stuff) contains waits you'll have to factor that in.
    Posted in: Miscellaneous Development
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    posted a message on Resident Overmind

    I'm planning to create a couple of smaller maps before moving to the big deal, so this is my first attempt:

    Resident Overmind

    You play as a Terran Marine shortly after a Zerg invasion. Game controls and design are taken from the old Resident Evil titles, so everyone who played that should quickly learn the controls.

    Project Link

    I suggest reading through the description of in-game controls as it might be a little complicated at first. This release mainly consists of the finished game-engine, but there is not much actual game-play. Even if you don't know what to do you won't need more than 6-10 minutes.

    I have used Gohla's guide to prevent localization errors so the map *should* work fine for US, GB and DE (German) versions of Starcraft II.

    Hope you have fun with it :) (I certainly do)

    Posted in: Project Workplace
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    posted a message on [Misc] How-To prevent localization errors

    Sorry if I'm a bit slow, but I'd like some verification.. so as long as I'm writing all the text myself and not use GUI I'm fine?

    Is it just these lines: [ StringExternal("Param/Value/B55809BC") ] that I have to avoid? Or are there more things being localized too?

    Posted in: Tutorials
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    posted a message on Hashtables, where are you my precious?

    You could use a bank. If I remember correctly it works like WC3's game cache.

    Bank - Store point Value as Key of section Section in bank (Last opened bank)
    

    Just sad that it uses strings as keys and not integer.

    Posted in: Miscellaneous Development
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