Hey guys, I would love to get in on this too.
It would be great to play with other mappers and see what some projects. I also have a map that really could use some feedback.
Are we talking about North American severs or the Euro?.
I am trying to write a trigger event for when a unit has 'X' behavior (buff) on it. In the GUI, when I type in "behavior", it returns "Unit Attribute Change"; however, in my behavior I only modify the Field: "Combat - Damage Response - Modify Amount" keep "attribute change" blank. Can someone help me find a way to detect a specific behavior on a unit? Thanks in advance for your help.
Hope this is the right place for this, but I am curious to ask everyone what lesson(s) did everyone learn from creating their map? For me, some things that I learned, and hopefully will keep in mind are:
1. Don't overwhelm the players: Things like dialog, tips, upgrades, neat but overly attentive gameplay mechanics, text msg longer than 2 lines on screen. I need to remember this especially at the beginning of the game. First impression are important and too much 'stuff going on' turn players off. More times than not players are too busy visually exploring the new map to be bother with reading a mountain of text. If players need a manual to play, I am telling them they need to "sacrificing some fun" in order to have fun. I've missed an opportunity to make something intuitive.
2. Try to not miss an opportunity to be visually and audio-ably appealing: Rewards achievements and milestones, not only through gas, minerals, or text. But acknowledge the accomplishment with chimes, bells, and flashes. I need to make sure to not over do it and be annoying. But if I do it right, I can make the experience in itself its own reward. Slot machines don't lie.
3. Be more organized and be flexible. I need to work on simple stuff like using the data editor's prefix and suffix to label items. I need to stop 'cheating' and label things after the fact. This will save me time from looking for things later and allow me to work on more important things. This is especially important with a deadline :P When I am making something from scratch, I should try to make it on a new map, so to keep my map organize and less bug prone. Plus, lessen the need to keep a 'bad' feature in because I just spent X hours or Y days on it. If its good, I am going to have to relearn what I did and recreate it.
You can play & stop music tracks via triggers. Try playing "Game Music - Terran", it has a bunch of Terran tracks. You can also view music by selecting the sound data tab, sort by parent, and scroll down to "music".
Oh, if you happen to find the Terran soundtrack "the deal" ( Opening cinematic, where Tycus puts on the marine suit) send a PM my way please. I been looking for it :)
You can link specific objectives through global variables (as type:objective), so you can recall it later.
For an example, if I want to create an objective for Y team, after a unit is created:
Create global variables:
(1) 'Y team' (type: Player group)
(2) 'W objective' (type: Objective)
Trigger:
If player 1 creates X unit
action: (1) create objective, (2) set objective players 'Y team'( the global variable player group - who sees the objective, this example assumes that you have define who is in the player group in another trigger ), (3) set variable: 'W objective' (global variable) = last created objective
then you can use the same variables in another trigger to change the objective status. Example:
If X unit dies
Action: (1) set objective state: Mark 'W objective' as failed. (2) Set last objective players 'Y team'
There you go, quick and dirty version of setting objectives and objective states.
Anyone know what the file name for the soundtrack "the deal" (Intro music where Tychus puts on the marine suit ) is in the data editor? Been trying to hunt it down all day. Thanks for any help.
I've worked with "breaching charge" before. The ability has a few locations where it sees if the target is a valid target in order for the ability to go off. If one of these checks fail, it will give you some sort of a wrong target message or an error message. You've probably edited only the check ("Target filter") on the "ability tab" but haven't gone through each of the "effects" linked to the ability.
So, what you need to do find all "validators" attach to the "effects" of the "ability" and either clear them out or setup your target filter. To look at the effects you can either use the "view link object window" (Bottom lower left panel) or just double click on effect-effects >> "raynor - c4" and clearing out each effects validator.
I am trying to setup tip dialogues that pop up after certain units are built for a group of players. I would would like for the text to play once for the triggering player and then turn off just for them. I understand how to accomplish this inefficiently; by repeating the same triggering to each player, but I think its time for me to step up to the plate and do this the right way with an array.
This is my current thinking process, I first need to setup an integer [?] array and set the size to the number of players I want running the tips. Next, I believe I need to define the 'slots', like 'slot' one = player 1. Then, somehow link this to the dialogue triggers I've created. Can someone explain to me how I would go about accomplishing this?
I created a "shared building" ability and I would like to limit the ability to one side only. Can anyone offer any advice on how to do this (via Data or triggers) ?
Thanks for any help.
0
@QueenGambit: Go
That sounds great. As long as its not too late.
0
Hey guys, I would love to get in on this too. It would be great to play with other mappers and see what some projects. I also have a map that really could use some feedback.
Are we talking about North American severs or the Euro?.
0
@obliviron: Go
Hey guys,
Ya, :( I was hoping there was a more efficient way of tracking behaviors.
Thanks for the replies.
0
Hello,
I am trying to write a trigger event for when a unit has 'X' behavior (buff) on it. In the GUI, when I type in "behavior", it returns "Unit Attribute Change"; however, in my behavior I only modify the Field: "Combat - Damage Response - Modify Amount" keep "attribute change" blank. Can someone help me find a way to detect a specific behavior on a unit? Thanks in advance for your help.
0
Hey,
In triggers, there is "UI - Hide/Show Resource panel for (All players). See if having it on "Show" fixes ur issue
0
@progammer: Go
oh, i didn't see that notice. Can someone link this announcement? Thanks.
Update nm, I see it now.
Link: http://us.battle.net/sc2/en/forum/topic/777597780
0
@Mozared: Go
They contacted the winners by now right?
0
Hope this is the right place for this, but I am curious to ask everyone what lesson(s) did everyone learn from creating their map? For me, some things that I learned, and hopefully will keep in mind are:
1. Don't overwhelm the players: Things like dialog, tips, upgrades, neat but overly attentive gameplay mechanics, text msg longer than 2 lines on screen. I need to remember this especially at the beginning of the game. First impression are important and too much 'stuff going on' turn players off. More times than not players are too busy visually exploring the new map to be bother with reading a mountain of text. If players need a manual to play, I am telling them they need to "sacrificing some fun" in order to have fun. I've missed an opportunity to make something intuitive.
2. Try to not miss an opportunity to be visually and audio-ably appealing: Rewards achievements and milestones, not only through gas, minerals, or text. But acknowledge the accomplishment with chimes, bells, and flashes. I need to make sure to not over do it and be annoying. But if I do it right, I can make the experience in itself its own reward. Slot machines don't lie.
3. Be more organized and be flexible. I need to work on simple stuff like using the data editor's prefix and suffix to label items. I need to stop 'cheating' and label things after the fact. This will save me time from looking for things later and allow me to work on more important things. This is especially important with a deadline :P When I am making something from scratch, I should try to make it on a new map, so to keep my map organize and less bug prone. Plus, lessen the need to keep a 'bad' feature in because I just spent X hours or Y days on it. If its good, I am going to have to relearn what I did and recreate it.
What about everyone else?
0
@bongalak: Go
Hey Bongalak,
You can play & stop music tracks via triggers. Try playing "Game Music - Terran", it has a bunch of Terran tracks. You can also view music by selecting the sound data tab, sort by parent, and scroll down to "music".
Oh, if you happen to find the Terran soundtrack "the deal" ( Opening cinematic, where Tycus puts on the marine suit) send a PM my way please. I been looking for it :)
0
@Redknox1994: Go
You can link specific objectives through global variables (as type:objective), so you can recall it later.
For an example, if I want to create an objective for Y team, after a unit is created:
Create global variables: (1) 'Y team' (type: Player group) (2) 'W objective' (type: Objective)
Trigger: If player 1 creates X unit action: (1) create objective, (2) set objective players 'Y team'( the global variable player group - who sees the objective, this example assumes that you have define who is in the player group in another trigger ), (3) set variable: 'W objective' (global variable) = last created objective
then you can use the same variables in another trigger to change the objective status. Example:
If X unit dies Action: (1) set objective state: Mark 'W objective' as failed. (2) Set last objective players 'Y team'
There you go, quick and dirty version of setting objectives and objective states.
0
Found it! "Music_PDeal.ogg" !!
Hey guys,
Anyone know what the file name for the soundtrack "the deal" (Intro music where Tychus puts on the marine suit ) is in the data editor? Been trying to hunt it down all day. Thanks for any help.
0
@nishbapas: Go
Hey Nishbapas,
I've worked with "breaching charge" before. The ability has a few locations where it sees if the target is a valid target in order for the ability to go off. If one of these checks fail, it will give you some sort of a wrong target message or an error message. You've probably edited only the check ("Target filter") on the "ability tab" but haven't gone through each of the "effects" linked to the ability.
So, what you need to do find all "validators" attach to the "effects" of the "ability" and either clear them out or setup your target filter. To look at the effects you can either use the "view link object window" (Bottom lower left panel) or just double click on effect-effects >> "raynor - c4" and clearing out each effects validator.
Hope this helps. PM be if you have any questions.
0
Hey guys,
Thanks for your help. A thousand cool points to you both.
0
Hey guys,
I am trying to setup tip dialogues that pop up after certain units are built for a group of players. I would would like for the text to play once for the triggering player and then turn off just for them. I understand how to accomplish this inefficiently; by repeating the same triggering to each player, but I think its time for me to step up to the plate and do this the right way with an array.
This is my current thinking process, I first need to setup an integer [?] array and set the size to the number of players I want running the tips. Next, I believe I need to define the 'slots', like 'slot' one = player 1. Then, somehow link this to the dialogue triggers I've created. Can someone explain to me how I would go about accomplishing this?
Thanks for any help.
0
Hey guys,
I created a "shared building" ability and I would like to limit the ability to one side only. Can anyone offer any advice on how to do this (via Data or triggers) ? Thanks for any help.