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    posted a message on Sorcerer's Defense unlocked map file available

    Totally burnt out on SC2 mapmaking so I figured I would at least release the unlocked map if anybody wants to mod it or just learn from it. Here you go, have fun:

    http://www.sc2mapster.com/maps/sorcerers-defense/files/1-unlocked-map-final-release/

    Just some stats:

    77 abilities

    605 actors

    110 behaviors

    100 buttons

    398 effects

    87 requirements

    173 units

    41 validators

    84 weapons

    993 trigger actions

    42 trigger functions

    enjoy! If you're confused by any part of it you can send me a PM but I won't guarantee that I'll respond.

    Posted in: General Chat
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    posted a message on Patch 1.2 PTR Notes

    Hooooooly shit those are some nice changes.

    Posted in: General Chat
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    posted a message on [Data] Display Behavior Stack Count on Units

    No this is not currently supported (and tooltip text references the catalog only, not current game data, so it can't be shown in a tooltip either.) A custom UI frame could show this information, as triggers have access to it, but to modify the default UI to show it would require the ability to edit the UI which we currently don't have.

    Posted in: Data
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    posted a message on The Sorcerer's Defense crashing (with solution)

    A lot of you have played my map The Sorcerer's Defense, and many of you probably crashed while doing so. Well after trying everything conceivable I finally narrowed the crashing down to - of all things- the music triggers. The latest version published a couple of weeks ago removed these music triggers (and made no other changes) and I have not had any crash reports since then.

    Here's how I was handling custom music: I had two different music sets, one for the build phase and one for the wave phase. Each music set had a Sound object containing all of the sound files, as well as a Soundtrack object referencing only the one sound object. I basically copied everything that Blizzard did in their implementation.

    To switch between the two I used triggers to change the soundtrack and set it as default.

    Anyway I don't know exactly why that setup was causing crashing, but if anybody is having similar issues in their map - try disabling your custom music and see if that fixes it! Because debugging random crashing is not fun.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Story Mode] Making a Complete Story Mode Set (Work in Progress)
    Quote from lnsidious: Go

    Q: Can we let characters play their Lip-Sync animations through triggers? A: <no answer yet>

    they'll automatically play the animation if the sound has lipsync data and you play it using the right trigger. the issue is generting lipsync data for your sounds which requires an as yet unreleased tool.

    Quote from lnsidious: Go

    Q: How do you add those green lines? And how do I add that glow?

    the glow is in actor events under halo, the green lines are just an image overlay

    Quote from lnsidious: Go

    Q: How do you make a character clickable and make it play a scene when done so.

    uncheck "unclickable" for the unit and then use a trigger for the "unit is clicked event."

    Quote:

    Q: How do you set different loading screens for your Story Mode map throughout the campaign?

    there's a trigger for that, set next map loading screen or something like that.

    Posted in: Tutorials
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    posted a message on calling variable functions
    Quote from moshewe: Go

    @s3rius: Go The custom-script way requires more running time - parsing the string and interpreting it (if not even compile it, blizz really suck at writing script language [WOW Lua being an exception]). While most modern processors probably won't have problems with it, on a trigger-intensive map this might become cumbersome.

    It's a tradeoff one must consider.

    Uh, lol.

    You know that the trigger editor works by outputting Galaxy script, right?

    Oh you silly people and your wonderful theories.

    To the OP - functions aren't first class variables in Galaxy, but triggers are, which allows you to store a trigger in a variable and then run it. But you lose the benefits of functions, namely parameters and return values. You can workaround by using global variables, however this will not be threadsafe so you must be careful for any race conditions that could potentially arise.

    Posted in: Triggers
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    posted a message on [Release] The Sorcerer's Defense
    Quote from Colawaffle: Go

    Hey Riley, any updates on this map?

    I've been out of town for the last week, just got home, so I'll be working on it over the next few days.

    Posted in: Project Workplace
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    posted a message on SC2 Custom Map Contest? What a fail!

    I had no expectations of winning when I chose to make a TD for the contest, because I pretty much assumed they were going to largely pick gimmicky action-type maps that showed off the capabilities of the engine by being radically different. I haven't played any of the winners so I don't know if this was the correct assumption, but my point is that I didn't expect to win so my thoughts on how the contest were run aren't based on bitterness.

    So, that being said, the way they ran the contest was fucking horrible. They would not clarify rules beforehand, they would not let people know when it was okay to release maps on battle.net afterward, they didn't give the winners a single nod during the editor Q&A, the judging process was insanely obscure, they didn't even announce the names of the winners prior to judging, they didn't follow their own rules during judging (not to dig at the maker of MAD, I'm sure your map is awesome, but it was a big deal in the rules that maps had to be unreleased.) and they aren't even featuring the winning maps now which demonstrates how stupid the idea of Featured Maps is when you never actually update what those maps are. Basically this is a prime example of how NOT to run a contest.

    Personally I think the root of this and many other issues is that Blizzard does not have a community representative dedicated to custom maps, and until they appoint one their relationship with the mapmaking community will continue to be strained and plagued by communication problems.

    Posted in: General Chat
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    posted a message on Map loading information from outside source / other map ?

    Banks. Aside from that, no.

    Posted in: General Chat
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    posted a message on Removing a unit's ground collision

    Behaviors have a "Suppress Collision" flag available. They'll still collide with footprints (doodads, painted pathing, buildings, cliffs) but not other units. If you dont want them to collide with anything you're kind of out of luck, the only way to do that to an individual unit is via morphing it into a similar unit with different pathing flags.

    Posted in: Data
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    posted a message on Valve is Trademarking DOTA
    Quote from s3rius: Go

    Also, I think that JNG is, strictly speaking, illegal. It operates the same way a maphack or a virus does.

    If that were the case than debuggers, operating systems, antivirus programs, and Blizzard's Warden would also be illegal. That's not how the law works.

    Posted in: General Chat
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    posted a message on Custom categories for tips

    You can add an item to the tutorial category without adding a video, click on the video parameter and then go to custom value and set it to "". That lets you basically use the tutorial tab as a second tips tab. You can rename either tab in the text editor. AFAIK it's not possible to add additional "tip" tags, the only other kinds of tabs you can add to the help screen are unit ones (see the Unit Glossary field for the unit.)

    Posted in: Triggers
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    posted a message on Wired for Blood - Summoning the Sorceress

    That's some solid looking concept art. I'll be following this, will be cool to see a project using custom models. Are you planning on this being a marketplace map?

    Posted in: Artist Tavern
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    posted a message on Left 2 Die will be deleted @ 11:00AM on Friday

    I guess it's the Rodrigo approach. Blatantly lie about why map was taken down (yes he changed the name after Blizzard's announcement at BlizzCon deliberately to trick people), gain huge popularity for said map.

    Posted in: General Chat
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    posted a message on Left 2 Die will be deleted @ 11:00AM on Friday

    Out of curiosity, do you all really think that acting as douchey as possible is the best way to have your concerns listened to and taken seriously by Blizzard?

    Acting like dipshits just makes you seem like you're trolling or part of the group of people that will always complain about anything ever. Either way nothing you say is going to be taken seriously.

    Posted in: General Chat
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