• 0

    posted a message on Moving a dialog/dialog item for a player and ONLY that player.

    If the move dialog item action doesnt work properly i think there is no other way. But it is really not much work. Just change the variable of the item to an array. Instead of creating one item you use "for each integer" and hide the items for everyone but the one player.

    Posted in: Triggers
  • 0

    posted a message on The Map Testers List

    @grenegg: Go

    ah, k, thx. I was really annoying my friends and other chat channels with test requests. :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on The Map Testers List

    BnetNick: Ludwigvan

    Identifier: 454

    MapsterNick: Ludwigvan1

    Comment: testing my map, testing your map. testing, testing.

    Region: EU

    Posted in: Miscellaneous Development
  • 0

    posted a message on Moving picture

    @Sptpivot: Go

    Open Modules/Triggers. Click on Melee Init... Rightclick on Actions, choose New Element, click on portrait on the left. On the right are all actions you can do with a Portrait. Choose Create portrait.Choose a Model.

    Posted in: Triggers
  • 0

    posted a message on Dealing with long Repeat freezes SC2

    I kinda solved this. My problems are. I have learned that you shouldn't create or kill many units at once, or else SC2 crashes. I now create the units at the start of the game and hide them, and when I need them I show them instead of creating them and Hide them instead of killing them, which is much faster. Also Sc2 crashes when you use "any" unit instead of "living" unit. Also it seems, if a function is too long and too performance intensive, it still remains hard to split it.

    Posted in: Triggers
  • 0

    posted a message on Dealing with long Repeat freezes SC2

    @Telthalion: Go

    thx. I will use this in the future. Thing is, the function I am having currently trouble with doesn't work with any attempt. :(

    Can someone look into this?

    I am making a minesweeper game. I am having trouble with one action called "searchfreefields". If you click on a point that has no mine near, all free fields will be revealed. This action works very well, but when it gets to a big grid with few mines, SC2 just freezes. You can recreate the problem by changing the grid size to max 30 * 30 and keep the minecount at 10. Then click on a field (try bottom, its worst). If it doesnt crash, just click on the smiley to reset the map and do it again.

    The function in detail: You start with the point where you clicked. the tempSEARCH variables are every surrounding point. Now the function looks, if there is a field with number, or without. numberGRID: if 0, no mine around thus the action will save this position, to run the whole function from here. The position will be revealed. numberGrid if >0, the point will be revealed, but not saved. I also check for flags (flagPOSITION) if there is a flag on a position, it will not be revealed, and if it has already been revealed (clearedGRID). tempSEARCH > 0 ... means that it shall only check positions inside the grid (because outside the grid are no positions). the directions on the grid map are: 1,1 is bottom left. x (1) direction is horizontal, and y (2) direction is vertical. It often stops in the about y = 27, so close to the simley.

    I thought about changing the minimal possible mine amount, but I dont know if this will fully solve the problem.

    Posted in: Triggers
  • 0

    posted a message on Need Timer Help

    @Conradjd: Go

    I would to it with Dialogs. Make a variabale countdown (Integer). Make a Dialog, make it visible for all players, add dialog item (label), set text of dialog item to name of player, add dialog item (label), set text of dialog item to (convert Integer to text) countdown

    Add trigger with periodic event every 1 second. Modify countdown +1

    If you want your timer displayed like 00:00 then do something like: set text of dialog item to\ combine text multiple: countdown/60, " : ", countdown - (countdown/60*60)

    There is a timer function, but I dont know how to use it. :)

    Posted in: Triggers
  • 0

    posted a message on Dealing with long Repeat freezes SC2

    hi, Often times Starcraft freezes for me, when I test my map. I think it is because of very long repeats. My new method is to split up a long function into parts and then get a trigger (periodic event) do everything step by step. That works quite often. But I have some functions that need to have ridiculous amounts of time in between them like 3 secs or so, usually 0.2 seconds does the trick.

    Does anyone have some tips for me? Is there a better way to not let SC2 crash because of long functions? Other than smarter programming :)

    Posted in: Triggers
  • 0

    posted a message on Cinamatic Question.

    just Text Message maybe

    Posted in: Triggers
  • 0

    posted a message on Modify hotkeys

    hi, I am developing a 1v1 map where the control switches between teammates. At first one person has control of all units and after a certain time another one takes over and so on. I created two computer players that are controlled through the real players via ally control. This works fine, only one problem is that the warpgate hotkeys and the backspace key doesn't work. Any ideas how to change the hotkeys in a way that if one player klicks them, another players buildings will be selected?

    thx for your ideas.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Need help with rally point and spawning in starcraft 2 editor

    @mrbearvn: Go

    you have to learn to use triggers.

    Create two points on the map. For the timer you can make a variable call it "timer" as integer.

    Then you make a trigger with a periodic event. You make your timer change +1 every second.

    Then you make another trigger. This time with a different event: Like "if timer =50" (first wave), "if timer =100" (second wave), "if timer =150" (third wave), ...

    Actions: Add "create unit" (at first point) and then "issue command" (move to other point). this is one unit, but you can add more.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Playing from Replays, ideas plz

    @Kalekin: Go

    thx, yea it seems like a lot of work. It would be so much better, if you could just mess with the replay function, maybe save the game from there and have an easier time getting the information. I think creating the custom map via scriptting in the Galaxy editor might be easier than getting the info I need.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Left 2 Die units won't work in published version of my map, but they work fine in the editor.

    @Keldrif: Go

    I am not sure, but maybe you need to link the online version of the mod, not your local version. I don't know.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Playing from Replays, ideas plz

    I had the idea of this project: Reading replays and recreate situations, so that you can play from any point of a replay. I think this is definitely possible, I had the idea when there was the blackout in the Flash Jaedong game and was reminded of that by reading this topic.

    I don't know if you could read all necessary info from the Replay itself, or you have to run the replay and then somehow grab the information from SC2. This information then has to be used to create a map in the Editor. This would be a lot of work.

    What is the best way to do this, if there is any? Any ideas?

    thx

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