• 0

    posted a message on Character set in Galaxy?

    Does anyone know anything about the character set which is used by Starcraft 2 / Galaxy?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Save/Load feature security?
    Quote from Nevir27: Go

    How would encryption solve this aside from severely obfuscating the string or data bank? The key you use to encrypt the data is either embedded in your map or generated off of some user-accessible data available every time a given player loads the map. The player just needs to find the algorithm and key in order to reverse it.

    Nothing will ever be fully foolproof... but encryption makes it more foolproof. And since one wants to have as less fools as possible, encryption seems to be the best way.

    Quote from HexenLord: Go

    Thats fairly easily avoided though. If a map has hundreds of incoming banks per second, they can just blacklist the IP address they are coming from (which will be the game host).

    Poor player knowing nothing about the map and not being able to use any other saving map in an effective way. :P

    Posted in: Miscellaneous Development
  • 0

    posted a message on Save/Load feature security?

    Sure.. but.. well.. sounds too expensive to me :P

    Posted in: Miscellaneous Development
  • 0

    posted a message on Save/Load feature security?

    Blizzard would never do that.(I suppose) The amount of data which could be stored would have quite an impact on the servers. The traffic too.

    E: Adding a bank testmap..

    Posted in: Miscellaneous Development
  • 0

    posted a message on Save/Load feature security?

    Using Banks while playing on Battle.net, umm.. well.. I think I'm going to ask some people for a test in a few hours.

    Anyways, you seem to forget that there are existing and working encryption algorithms and that we are able to use Galaxy, which is at least C-alike. I'm quite sure, that an implementation wouldn't be too hard.

    I actually wanted to create a library but didn't have enough time... :x Maybe I'll find some this week.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Save/Load feature security?

    One word. Encryption. (Basically you would want to save everything as an encrypted string.)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Analog of *PhoenixFire ability* ??

    Oh well I made a full working example with actors included.

    Basically the marine has 3 stacked Phoenix Fire behaviors. Each Phoenix Fire behavior starts a Phoenix Fire Search effect which targets 2 random units in a radius of 5 and then launches a Phoenix Fire Missile effect at them(together with the actors duplicated from missile turret). The missile triggers the Phoenix Fire Damage effect on impact which deals 5 damage.

    Posted in: Miscellaneous Development
  • 0

    posted a message on attachment points + weapons

    Your beam actor should have a launch site operation actor. That one allows you to choose an attachment point. If you're using the Colossus default one you'd have to change SOpAttachWeapon02 or SOpAttachWeapon03 to SOpAttachOverhead.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Looking for solid Save/Load hero,items,skills working on BNET

    Just use the bank system. If you don't want 'anyone' to overwrite or change certain things you'd have to use encryption. So you could name the bank file with a hash of player name + map name + hidden key + whatever. Then you could also encrypt all the data you have. At that point the most users and maps won't be able to change anything. (Well the users could destroy their data.)

    You could also create a custom save key out of your data. You can still save that key in a bank and also, if you tell that key to the user, he would be able to play on different computers with the same data.

    Hmmmm... I think I'll develop a library...

    Posted in: Miscellaneous Development
  • 0

    posted a message on Beam Help

    Yeah I meant using actor events related to the effect instead to the ability, but since the Medivac is using that too..

    Your events are by the way hiding the most interesting part :P

    E: The only way I find to have an invisible beam and a permanent model is by setting a wrong impact site, but yours just seems to be right. :o

    E2: Oooookay. Ummm. I don't know why and right now I don't want to know it but it seems that your Regenerate Beam Impact Site actor seems to be broken. I in fact copied the Medivac Heal Beam Impact Site actor, changed every value accordingly... and.. well.. the beam worked..

    I suppose its somehow the same with the model.

    Good night (Maybe I'll try it again tomorrow.. I just cant believe that an actor can be broken :x)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Beam Help

    Umm.. what about using Effect events instead of Ability events in your actors? Didn't notice that before :P

    Oh well.. The Med is using that too..

    Posted in: Miscellaneous Development
  • 0

    posted a message on Beam Help

    Would you mind attaching the map? It tells more than thousand pictures :P

    Posted in: Miscellaneous Development
  • 0

    posted a message on Analog of *PhoenixFire ability* ??

    Well I've made an example map for you. The marine has a behavior which provides a periodic search effect ever second. That effect looks for a maximum of 5 units in a radius of 5 and targets them with a damage effect. This effect deals 50 damage.

    Don't have the time to enhance it with actors so yea, nevermind :P (Maybe later)

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved] Third Laser on colossus

    Well you call all the actors with their editor names, but you actually have to use the Ids (or an Alias). So for example your Host Launch Subject should be "ColossusAttackLaunchSiteReverse2" instead of.. "ColossusAttackImpactSiteMiddle". You know an Impact Site on Launch Site is quite weird too. :P (Did you want to type "LaunchSite" there?)

    You could also just change the Id in the actor properties. (Right click on the actor -> Modify Object)

    Oh and if you wonder why the laser isn't moving accordingly or why the launch point is on the ground.. First a Colossus doesn't have the (SOpAttach)Weapon04 attachment point. (You can view them in the previewer, which you can find in the window menu.) And second you forgot to change the target of the MoverMove event-message from your "ColossusAttachBeamMiddle".

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Misc]! WASD controls and non-Qwerty keyboards

    Well banks would allow to store a layout. So provided with a library a map could just assign the right keys and wouldn't have to ask all the time. :P

    Posted in: Tutorials
  • To post a comment, please or register a new account.