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    posted a message on Terrain Artist! [Picture Heavy]

    I want to mention that I completely agree with OP... also want to add that lighting is really important too. The following picture is from a map I'm working on... heavy modification of Korhal's light to be greener, contrasted, have high glow, etc... really enhances mood.

    http://img338.imageshack.us/img338/5654/minorityt.jpg

    Posted in: Terrain
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    posted a message on What do you think abbout BNet 2.

    @AegisRunestone: Go

    I agree with Sixen... although I will remark it's appearing more cluttered since I got in at March. LAN doesn't really matter... people can just sign in to their bnet account at peoples' houses. Hell, when I played war3 with friends we would go on Bnet anyway and play together... and now we can join custom games in parties instead of trying to wait for our friends to get in the same game.

    Posted in: General Chat
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    posted a message on Dropping Games and No Custom maps?

    Yeah I'm having same issue now too.

    Posted in: General Chat
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    posted a message on Map publish update & Player leaves game
    Quote from Pandaros_Brewmaster: Go

    @OneTwoSC: Go

    check if the player is "playing"

    The thing is... I can do that... I can make a trigger that every 2-3 seconds will check if a player is playing and then do my triggers if they are gone... HOWEVER, this is a workaround and I don't see why I can't just have an Event that is for "A player leaves the game" like from War3. Right now you can have the event of a player leaving the game but only from victory, defeat, or tie. E.g. if you use the action "Game - end game for player" it will detect that, but not a player just leaving.

    Let me know if you got this working.

    Also, allied chat doesn't turn on even if you set it through triggers if you're initial game setting was FFA.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Map publish update & Player leaves game
    Quote from PhyzX21: Go

    yeah i had the same problem of updating my map but my map was able to detect leaves

    So how'd you do that?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Lobby teams don't match map team definitions

    @kozm0naut: Go

    I wanted to lock my infection map to be FFA in lobbies... seems to have worked by just looking at default Melee FFA and then changing it to be Other for my case.

    Posted in: Miscellaneous Development
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    posted a message on Question about Current Custom Maps List
    Quote from Sixen: Go

    Looks like all we can see right now is the "Popular" maps.

    ITS HIGH SCHOOL ALL OVER AGAIN!! YAYYYY

    hehe

    Posted in: General Chat
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    posted a message on Map publish update & Player leaves game

    I posted this on the Bnet forums... but I wanted to post it here too because more people might want to see these things... and people might have more knowledge here :D

    2 issues I've found today:

    1. I released Infection as 1.4 and it got popular, but I found some bugs and thus made 1.5 later tonight. I uploaded it as an update. However, ingame, 1.4 is still popular, with 1.5 being way at the bottom of the list. So no one was playing it; I had to go advertise in 1.4 games. This seems like an issue... shouldn't it just replace 1.4 with 1.5 in the find game list? There's no 1.4 in my published files list...

    Going further on this... in war3 if you had a new map, you would just go in-game (to test) and host, and it would fill pretty quickly due to the system war3 had for custom games. However, here... I tried the same but since it's a popularity contest, no one joined my new map (being way at the bottom of the list)... somewhat related to the issue I mentioned above.

    2. Trigger related: The event of player leaves game does not detect when a player is disconnected or leaves of their own volition... am I missing something or can we just not detect a player leaves the game at this point? My map is severely bugged without being able to do this. I don't want to do a periodic and check player statuses every second...

    Other than that, it was an amazing day and the publishing system is great :D

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Terrain, Data, Trigger] Advanced Tower Defense Video Tutorial
    Quote from OkagesAri: Go

    @OneTwoSC: Go

    I don't feel you move to fast. If I miss something I pause and rewind the video back. I also pause at times to double-check things or to actually input the information in.

    In relation to the data editor, when I thought WC3's was in depth we get something so advanced it causes the most map problems/bugs for me.

    Yeah I often go ingame and then realize I forgot to set one tiny event in some obscure attack-launch actor or something haha.

    Posted in: Tutorials
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    posted a message on Trigger related feedback
    Quote from BrotherLaz: Go

    3. exists, doesn't it? I'm using the 'clicked a unit' event to make a normally non-aggressive unit auto attack.

    In the case I'm speaking of, I have a trigger that upon press-down of left mouse (and right mouse too) it puts camera into relative mode of mouse to allow rotating around your hero. However if I try to use a unit is clicked event, I think it registers after left mouse down and so it gets ignored since camera mode comes on... this is what I believe and have found so far.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Terrain, Data, Trigger] Advanced Tower Defense Video Tutorial
    Quote from Aenigma: Go

    I think you have a good speed. I've only dabbled in the trigger editor and I find that I'm able to keep up. The wonderful thing about videos is that if they think you are going too fast they can always re-watch a part :p.

    I also found your first tutorial quite helpful in that I have some friends I'm trying to ease into the editor, and this is a good stepping stone into the trigger editor. The main issue is that people expect to open up the editor and make insane maps with no prior knowledge; this is not the Warcraft 2 editor.

    I myself looked at the trigger editor when I first got the Beta and said to myself, "so much for ever making a map." But thanks to people like you, Mikelat and the other contributors on sc2mapster releasing tutorials and work-in-progresses, I've been able to get a solid grasp of how it works by example.

    Good to know!

    I agree about expectations... but yeah once you know how triggers work... it's a breeze! Data Editor is a mystery sometimes though. Like right now I'm duplicating the hellion's weapon and its actors to change it to a shotgun blast weapon, and I have everything nicely fixed except I haven't found out which field changes the little flame that appears on a unit after they are shot (different than the big fire a hellion shoots). It's only a matter of time I suppose.

    Posted in: Tutorials
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    posted a message on [Terrain, Data, Trigger] Advanced Tower Defense Video Tutorial
    Quote from OkagesAri: Go

    Thanks for the tutorial OneTwo. You really go over a lot, especially in the data editor and trigger editor fields in your other tutorials, which is my weakest part of the editor thus far.

    NP, glad it helps. I've been getting some complaints about going too fast / not being beginner enough, then I get some that say I need to speed up some parts... and then the other 90% are like you and are happy haha.

    My weakest area is the data editor by far... I try to avoid it or minimize the time I spend there.

    Posted in: Tutorials
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    posted a message on Trigger related feedback

    1. When adding a list item to a pulldown (drop-down list) for a dialog, the order gets messed up. E.g. in my WoW RPG When I added Cloak, backstab level 1, and backstab level 2... it appeared in the drop-down list in the order of: Cloak, backstab level 2, backstab level 1. Not sure why this is but I had to reverse the two backstab's to make it look right as you see in the video. The list appears to add in a backwards order after number 1.

    2. After hiding the entire UI, you can bring back a few areas, but not certain areas like minimap or inventory bags etc. (as far as I know).

    3. When a user hits left mouse or right mouse, you can figure out in the world what X/Y position it has... but no simple way to just see if they clicked a unit (outside of doing a complex trace-line function)... Couldn't even get "A unit is clicked" to work in conjunction with my camera triggers which depend on left mouse down/right mouse down.

    4. Changing the cursor (image) through triggers?

    5. Item triggers are kind of limited... to count how many items of a certain type my hero had, I had to make a unit-group variable, then set it to be "items carried by hero", then loop through this group, and for each unit type if it was the item-type I wanted, add 1 to a dummy variable.

    6. How does one remove an item from a unit?

    7. For item-related triggers, I couldn't find an event when a hero drops an item or acquires an item...?

    8. Condition to see whether a clicked dialog item is part of a dialog?

    9. For dialog-based triggers (e.g. Any dialog button is clicked by any player event), to refer to the player who clicked the dialog button you use "Triggering Player", which works... however it is grayed out for some reason... may confuse people

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Terrain, Data, Trigger] Advanced Tower Defense Video Tutorial

    Some of you probably already know this, but I do tutorials on pretty much every part of sc2-editing and this time I'm doing an advanced tower defense... I will be posting my tutorials here now too :D

    Part 1:

    Part 2 and onwards in the description!

    Posted in: Tutorials
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    posted a message on [Trigger] How to Target with Mouselook (Tracelines)

    To Rrowland: Good tutorial/read... not sure if you saw my WoW RPG map/tutorial I put out yesterday, but I was having this sort of issue since I do custom movement/camera, the user doesn't have their hero selected (WASD moves hero). So to attack units I had to do a trigger for right mouse click, then move a region of size 1.75 to their target point (X point of mouse clicked and Y point of mouse clicked), then check if an enemy unit was within the region, then order hero to attack said unit. The issue with this though is that if your camera is almost parallel to the ground and you click the top end of a unit, the game would pick the X and Y point to be a far-off terrain point behind the unit where it thinks you clicked and thus it wouldn't find anything.

    It looks like the stuff in this tutorial would fix my issue... because it would trace everywhere along that line... the issue then becomes though whether or not 50 is too big or too little, and this would be more CPU-intensive to do this...

    Quote:

    Can you enlighten me about how to implement this? I'm trying to make it so that effect spawns on the position where my mouse clicks... Refer to the map...

    Without custom scripting, you could just make a trigger with event of UI - mouse pressed or w/e... then make a local variable called Point Clicked... first action is to set the position of the point to XY, and pick the X value to be mouse clicked position in X, and Y to be mouse clicked position in Y (search for these, I believe they are under Unit category for Reals). This wouldn't give you the Z position though... but anyway at this point you can do an Actor model creation action to make an effect at the point.

    Posted in: Tutorials
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