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    posted a message on [Data] Item Use on Pickup?

    Has anyone figured out how to do this yet? To make a hero use an item on pickup, similar to the tomes from WC3. I could trigger it, but I'd rather do it through the editor - seeing as how this seems to be the proper way to do it.

    Progress:: LITTLE

    I've made an item that kills the player on use. It's been tested and works. However It doesn't kill the player upon picking the item up. It also doesn't destroy the item after I've acquired it.

    • Checked transient (assuming this means the effect takes place when the player picks it up)
    • Changed charge counts to: Charge Count (Max) 1; Charge Count (Start) 1; Charge Count (Use) -1
    • Changed various other settings
    • Given-up to get icecream
    • Started writing a trigger to destroy item on pickup and add player properties...
    Posted in: Data
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    posted a message on Single file units

    Yeah, just spawn one at a time, one after another.

    Posted in: Triggers
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    posted a message on Hero Units In Map Maker?

    Just dont do it with your map open, I just did, and half the units on the map disappeared...

    Edit: They came back on re-load. But its still annoying.

    Posted in: Galaxy Scripting
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    posted a message on Hey, I'm the new guy.

    Welcome!

    Posted in: Off-Topic
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    posted a message on Player Group Alliances

    Is there any way to set up a player group to treat another player group as an enemy?

    Best I can come up with is something like:

    Player Group - Pick each player in PgTerran and do (Actions) Player - Make player (Picked player) and player (Player 1 from PgZerg) treat each other as Enemy

    But I still need a way to identify more than just Player 1 from PgZerg

    Edit: I don't guess its a super-big deal, because all players start off as enemies at the map start anyway. But if someone messes with the game settings/player teams in the game lobby then theoretically they could mess everything up.

    Posted in: Galaxy Scripting
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    posted a message on CRC - Partycraft

    Lmao its so true. The game is pretty horrible to anyone who has played a "minigame" setup before. Even those who havnt probably wont find much in it...

    Posted in: Map Review
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    posted a message on F**k, is there really no way to do this?

    @DrakePageau: Go

    Maybe try changing the event from when the unit takes damage to when a unit does damage to another unit. This way its triggered from the attacks perspective rather than the shielded units pov. For instance, if i'm attacking a unit with a shield, show shield. If i'm attacking a unit with no shield, show no shield.

    Posted in: Miscellaneous Development
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    posted a message on SC2 Galaxy Editor - Discussion of Problems / Rant

    Is it just me, or is the SC2 Galaxy Editor the most unstable and ridiculously non-user-friendly editor blizzard has released to date? It seems like every menu is organized (by default) in ways that don't logically make sense. Finding things is damn-near impossible unless you know exactly what you're looking for. Most value tooltips are unhelpful, relaying back only the name of the value (if anything at all). Literally everything you change requires you to enter about 6 different menus. There is the possibility of getting a bug in nearly anything you edit. The content within the pop-out menus doesn't usually fit on screen, so you're forced to re-size every new window. Setting up team 'forces' is now so difficult that it requires its own tutorial. There is a black box in the bottom left of the editor (a previewer) that never seems to work but nonetheless drives my (usually mild) OCD crazy. Sure, I get it, we can edit EVERYTHING. But what is the point if it takes you 10 hours to make a map that would take only 2 with any of the previous editors? Personally I'd prefer some efficiency over total customization. It's like going online to dell.com and customizing your laptop in binary. Sure, you could (eventually) build your laptop to exact specifications, but why the hell would you do that?

    To clarify I don't have problems with the entire editor, its mostly just the data editor (and the organization of a few other submenus). Just the concept of having everything thrown into one menu seems sloppy at best.

    On a side note, I've noticed that there is an addons menu for SC2. Does anyone know if this applies to the editor as well? If it does work, perhaps it would be worth trying to organize the editor into a manner that doesn't make the user want to kill kittens while making a map.

    /end rant

    Posted in: Off-Topic
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    posted a message on Hero Tutorial and ItemContainers.

    @HungryHipp0: Go

    So does this mean the player wouldn't have the option of carrying/equipping 6 weapon class items instead of 2 armor 2 weapon 2 accessory? I'm currently working on some heroes for a map also, just curious how the inventory is set up. I'm thinking of setting up more of a wow style interface for inventory. Something with a helmet slot, shoulders, legs, chest, weapon etc.

    Posted in: Miscellaneous Development
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    posted a message on Fix Custom Category Glitch

    @Artanis186: Go

    That's a retarded feature really... You could make the best game ever, then the host changes the settings and f*cks everything up.

    Posted in: Miscellaneous Development
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    posted a message on Fix Custom Category Glitch

    Okay, so I'm sure someone has run into this before. When my map is hosted, the category filter reads "Custom / Tag". Tag is my actual category filter that I created via the Game Variant menu. The "glitch" seems to occur after creating a custom game variant and then going back to the "Data -> Player Properties" menu. The problem with this is that it messes up the team settings, making it so all players are on one team and can change alliances. Does anyone know how to remove the "Custom" portion of this category filter so it only reads "Tag"?

    • Screenshot added for clarification
    Posted in: Miscellaneous Development
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    posted a message on No point in creating more maps - popularity sort

    Here is an even better one: You make a map, its popular for a day, due to an abused bug it isn't played for a month, now nobody can host it. Why? The only way to host maps is:

    1. Have it in your recently played list
    2. Have it in the top 50
    3. Be the author.
    Posted in: General Chat
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    posted a message on StarCraft II Inappropriate Content Policies

    "Blizzard posts a set of terms of use, everybody goes absolutely MENTAL over it, claiming this is part of an elaborate scheme of 'Blizzards downfall', I point out that it might not be that bad though even readily admit that there might be something fishy going on about Blizzard".

    -It's called Activision, they poison everything Want to argue? Step 1: Name 1 game Activision has purchased rights to that isn't crap now. Step 2: Be angry because you spent time looking for something that doesn't exist. Step 3: Never admit you were wrong. Step 4: Become an asshat.

    Posted in: General Chat
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    posted a message on [Trigger] Team / Force Building in Galaxy Editor

    I've seen this come up a lot in several places. I suppose if it's indexed here someone who needs it will eventually find it. The purpose of this tutorial is to efficiently and easily set up teams without writing several duplicate lines of code. First off, I'd like to answer that newbie question: No, there is no menu to set teams. It must be done in the trigger editor. That being said, lets begin. This tutorial uses raw settings, so set this by pressing Ctrl+D.

    Note: If you are familiar with triggering you may want to skip to the bottom and look at the full trigger.

    Newbies Start Here

    • Open up the Trigger Editor Module [F6].
    • Create a New Trigger [Ctrl+T]
    • Lets create our event, click inside the pane on the right and either right-click -> New ->Event or press Ctrl+E. In the new popup menu, use the find feature and type "init" (without quotes) and it will bring up TriggerAddEventMapInit(), click to add this event.
    • Click inside the pane on the right again and insert a new variable [Ctrl+B or right-click -> New ->Variable]
    • Leave the type as integer, I named mine 'A'; this will be used to loop through all the players later.
    • Now lets create our player group variable, the player group is the actual 'team'. If you want everyone on the same team, then you only need one. If you want 3 teams then you need 3, etc. I will be demonstrating the creation of all players 1-13 against player 14 (A common scenario for most TD's and team games)
    • Again click on the right pane and insert the new variable [Ctrl+B or right-click -> New ->Variable].
    • Change the type to Player Group, and give it a name (don't worry about any other fields as they will be defined in our trigger). Now for the fun part, triggering. Using the find feature this should be a breeze. The find feature is located in the top right of the Trigger Editor Module.
    • Search for "For Each" it will bring up a few options, we want the one dealing with integers (it is the fifth option from the top)
    • Now at the bottom of the right pane it will read "ForEachInteger(var, 1, 10, 1)"
    • Click var and select our integer A. Click the 10 and change it to 13. We just created a loop counting from 1 to 13 by 1's. Now we want an If - then statement to determine whether a player is active or not. No point in putting inactive players into our teams right?
    • Create a new action and type "if then" it will bring up General - If (Conditions) then do (Actions) else do (Actions). Select it. Now under our if then we want to set up our condition.
    • Right click again, new -> Condition (or ctrl+k)
    • Use the default selection "Comparison"
    • Your second pane will look like this now:
    • Comparison
          val1: UnitGetOwner
              u: EventUnit
          op: ==
          val2: 1
      
    • Click UnitGetOwner and use the find box. Search for 'status' and select PlayerStatus. You now have
    • Comparison
          val1: PlayerStatus
              p: 1
          op: ==
          val2: (No Value)
      
    • Next we want to define the player, click the 1. Change this to our loop variable A.
    • Now click Val2. Select the source radio button "Preset" and Playing.
    • It should now look something like this
      Comparison((PlayerStatus(1)), ==, c_playerStatusActive)
      

    Our trigger now checks to see if players 1-13 are playing or not, if you start now however, nothing will happen. Under actions we need to set up our force now.

    • Create a new action under 'Then' of our If - Then statement.
    • Find 'Add Player' the first option is what we want, PlayerGroupAdd.
    • It will show: PlayerGroupAdd(g, 1)
    • Click the g and change it to our integer variable A.
    • Now click the 1 and change it to our player group Team. You've now added players 1-14 to player group Team. But just because they are in the same player group doesn't make them allies. There is one more step. Create another action (be sure not to put it under the else tab of our if - then statement).
    • In the find box, type "allia" and it will bring up some options. We want the first one SetPlayerGroupAlliance.
    • Select it and it will look like this:
    • SetPlayerGroupAlliance(players, 1)
      
    • Now click players and change this to our player group Team.

    That's it, exit out of raw data mode by pressing Ctrl+D again and check your work with the triggers shown below.

    Those Familiar with Triggering Start Here

     A = 0 <Integer>
     Team = (Empty player group) <Player Group>
            General - For each integer A from 1 to 14 with increment 1, do (Actions)
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player A) == Playing
                        Then
                            Player Group - Add player A to Team
                        Else
            Player - Make all players in Team treat each other as Ally With Shared Vision
    

    And that's it, if you've done everything right then you should have players 1-13 on one team opposing player 14.

    Posted in: Tutorials
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    posted a message on [Video, Tips, Tricks] Galaxy Editor Tips and Tricks

    I like the tips and tricks idea, but can you write a list of the tips in addition to the video? 10 min of listening to a tips / tricks video seems a bit excessive. Not to be a douche, I've seen some of your work and its quite good (Hero Tutorial is awesome). It's just 3am and I'd rather read a tutorial than listen to it. That way I can slow down XD.

    Posted in: Tutorials
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