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    posted a message on How to Hide Requirement Tooltips

    @Kueken531: Go

    Wow thats alot to process, I'm not even sure where to start haha. This is the expression of my requirement:

    (CountUpgrade(TerranMarineAttackSpeed2,CompleteOnly)[TechTreeCheat] != 0 || ((CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 1 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 1) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 2 && ()) || (CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 2 && ()))) && (CountUpgrade(TerranMarineAttackSpeed2,CompleteOnly)[TechTreeCheat] != 1 || ((CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 2 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 2) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 4 && ()) || (CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 4 && ()) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 1 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 3) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 3 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 1))) && (CountUpgrade(TerranMarineAttackSpeed2,CompleteOnly)[TechTreeCheat] != 2 || ((CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 3 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 3) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 6 && ()) || (CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 6 && ()) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 4 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 2) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 2 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 4) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 5 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 1) || (CountUpgrade(TerranInfantryWeaponsLevel1,CompleteOnly) >= 1 && CountUpgrade(TerranInfantryWeaponsLevel2,CompleteOnly) >= 5)))

    I want it to be able to allow for any combination of these 2 upgrades before buying 1 speed upgrade. The combination needs to be greater than or equal to 2, 4, and 6 (For each of the 3 speed upgrades), because it still needs to be possible for people to buy the speed upgrades, even if they're at 20 upgrades.

    Anyways, there might be a better way of doing my expression above to make it only display 3 rows, but I'm not sure how to do it, if you could figure it out that would be great.

    Posted in: Data
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    posted a message on How to Hide Requirement Tooltips

    @Kueken531: Go

    Tried that already, doesnt work. The list is actually bigger like this. I think because theres are multiple combinations in each OR section, it lists all of them incase a player hits one of them. This is why I want to just plain hide them.

    Posted in: Data
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    posted a message on How to Hide Requirement Tooltips

    @nevjmac: Go

    Yeah I know, sorry about all the sudden changes, but they're all necessary towards the future map balance. I'm trying to eliminate that one OP unit, because currently we just have this endless circle of 1 merc becoming OP when another gets fixed, so I'm reworking pretty much every merc.

    Expect an update than changes your strategies again this weekend, because Maraiders and Lancer's are getting their own specific tier weapon/effects to permanently change their attribute damage to another counter. Not sure if I'll do this for the other mercs yet, maraider/lancer need it most because these are the two OP units that are good vs anything, whereas every other merc is only good vs a specific counter.

    Destroyers will be getting +light damage increments (because they currently only counter mech), and the air mercs will be reworked.

    Posted in: Data
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    posted a message on How to Hide Requirement Tooltips

    @progammer: Go

    This is for Marine Arena by the way, and this was as small as I could get the requirement to display.

    I'm just going to set the upgrade to require 2 marine upgrades per speed upgrade, instead of a combo of either of the 3 unit-type upgrades.

    I'm going to duplicate the requirement and save it for later if I figure out how to hide the requirement tooltip (or if someone here helps me), but since my maps as popular as it is now, I cant have any ugly tooltips being displayed.

    Posted in: Data
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    posted a message on How to Hide Requirement Tooltips

    @KewlCrayon: Go

    Heres a Screenshot of my Requirement Tree.

    As you can see its pretty big so I had to minimize the rows.

    Under each AND is a "Greater than or Equal to > _ Completed, Constant " for either possible upgrade.

    Posted in: Data
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    posted a message on How to Hide Requirement Tooltips

    I'm trying to figure out how to hide the requirement tree tooltips. I have a huge requirement with a variety of combinations, but I absolutely hate how it displays every possible combination on the upgrade. How can I remove the tooltip, or just make it look nicer.

    My requirement is too big to list on here, but its a requirement that requires a combination of 2, 4, and 6 of any weapons upgrades, and there are 2 weapons upgrades (3 when I'm finished).

    Currently there are 18 rows displaying for the 18 different combinations. I would prefer if I can make it only display 3 rows saying: "Any 2 Weapon Upgrades, Any 4 Weapon Upgrades..."

    Posted in: Data
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    posted a message on Xel Naga Towers - Changing Ownership (To generate Integer pts)

    Nevermind guys, I created a custom ability that changes ownership instead.
    The towers wont revert back to neutral, but still can be captured by other players (they still give control to nearby units).
    This is basically what I wanted and works fine for now until I figure out how to make the tower capture ability change ownership through the actor or something.

    Posted in: Triggers
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    posted a message on Xel Naga Towers - Changing Ownership (To generate Integer pts)

    @ChromiumBoy:

    Thats alot of conditions to create just to get that one tower (out of 5) to work. 9 players (including neutral), times 5 towers, times a crapload of conditions specific to each player/tower/unit type/only unit in the region..

    Gotta be an easier way. I would prefer not having triggers like this slowing down my map and bugging out randomly because the owning unit was killed in the region while another player was there. I would prefer creating some kind of ability or behavior, or actor event that changes ownership like the towercapture ability gives control. I would even rather prefer creating a custom function (if I knew how to) than stringing together a hundred conditions for just 1 unit.

    In theory, just saying that it can be done with conditions sounds easy enough, but I've personally made triggers like this for some other things and I know how time consuming it is just to make 1 unit give control to the nearby player, and even then it still bugs out from time to time. Its definately alot more work that it sounds and should be.

    Posted in: Triggers
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    posted a message on Xel Naga Towers - Changing Ownership (To generate Integer pts)

    I've considered that, but triggers like this come with bugs.

    I need the only player thats in that region to gain points, and they must have control of the tower. I dont want it so you can fly an observer or some kind of air unit over each tower and accumulate points, you need to actually control the tower first.

    Posted in: Triggers
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    posted a message on Xel Naga Towers - Changing Ownership (To generate Integer pts)

    Xel Naga Towers - Changing Ownership (To generate Integer pts)

    How do I make the Xel Naga Towers change ownership, not just give control.

    I need to make the owner of the Xel Naga Tower accumulate points towards an integer variable. There are no triggers (that I'm aware of), that call for the "controller of unit", so I need to use "owner of unit", but I need the xel naga towers to change ownership on capture.

    Or I need to find some other way to make them accumulate points towards the player who's captured them.

    Any help?

    Posted in: Triggers
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    posted a message on Where are the SC2 Maps stored

    @RileyStarcraft: Go

    Thanks, this was exactly what i was looking for!

    Found the map! Thank you so much, you just saved Marine Arena my friend.

    Posted in: Miscellaneous Development
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    posted a message on Where are the SC2 Maps stored

    I need to recover a map, where do the downloaded maps get stored?

    I know they arent stored as .xxxmap files like the other blizzard games have, so are they stored in some sort of cache, is it possible to rip maps out of it?

    Posted in: Miscellaneous Development
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    posted a message on Wild Aiurfrica (Early Stages)
    Quote from 38dedo: Go

    @Hiruty: Go

    In the future I'll require testing :).

    @malu

    In the past when I was like 16 I've watched quite a bit of national geographic wild, about all those lions in Africa, Playing spore quite a bit (especially creature stage) and using my 30 lvl druid in WoW to run around barrens in cat form, pretending to be hunting, gave me a lot of ideas. So the reminder of spore is true.

    "Spore"

    Heh that was what I thought about when I saw the preview on the front page of sc2mapster. Why was spore such a big influence on everyone, I dont know haha, maxis makes great games that inspire creativity.

    I would absolutely love to see spore for sc2 but a map like that would require a very long time, in the mean time I'll keep my eyes on this map because it seems really cool. I actually thought about making a wilderness survival map similar to this using critters, although I only made a few very simple triggers and scrapped it.

    Posted in: Project Workplace
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    posted a message on I've got a job for anyone who hasnt patched to Phase 2 yet! Please Read!

    I need someone who hasnt patched to phase 2 yet.

    Blizzard's changes screwed alot of shit up, 90% of my units got reset back to default stats, and I dont wanna go through another 5-6 weeks of testing the balancing of this map again.

    I need someone to open up my Marine Arena map (see my profile), and write down all the damage/attribute damage, health, search area (splash damage) of the following units:

    Marine
    Marauder
    Zealot
    Zergling
    Stalker
    Roach
    Hellion
    Void Ray
    Viking
    Viking Fighter Mode
    Mutalisk

    And if you havent gotten lazy and given up:
    Archon
    Ghost
    Dark Templar
    High Templar
    Hydralisk
    Infestor
    Colossus
    Thor
    Ultralisk

    You dont have to look at these stats in the data editor either, just test run the map and make 1 of each unit.

    Thanks, this will be grately appreciated, you will have saved me weeks of balancing.

    EDIT:

    Oh thank god...

    Theres a backup of all the reset stuff under "neutral" as (unnamed) things...

    Nevermind guys, thread closed.

    Posted in: Miscellaneous Development
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    posted a message on Need help with: Specific unit enters region - Do actions

    @progammer:

    Yeah I know its not 'that' bad of a problem, the lag that it makes is still very small, but I'd still like to fix it. It does contribute late game, and the errors that pop up when flooding happens is annoying. Also its the reason for the 5-10 seconds of startup lag.

    I found an alternative anyways. I decided to do everything through the data editor, and have those specific units set as abilities instead of training, this way I can set an even so when "Command center uses buy zerglings ability" -> do actions. (My trigger is set up so when you buy zerglings, a spawning pool is created which spawns zerglings - so instead of having it train the first unit to start the spawning, I made it an ability instead)

    Thanks for the help/suggestions guys.

    Thread is resolved, closed now...

    Posted in: Miscellaneous Development
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