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    posted a message on iCJug is now open-source and FREE

    I modified my 1v1 Melee map Stranglehold Island for iCJug

    http://www.sc2mapster.com/maps/stranglehold-island/files/4-icjug-stranglehold-island/

    Posted in: General Chat
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    posted a message on Add thank you button

    It's proven that animals react better in the long run to positive reinforcement than negative. People are just animals with a desire to be important.

    A thank you is positive reinforcement that makes you feel important.

    Posted in: General Chat
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    posted a message on Does Anyone Actually Read the License Agreement?

    Nobody reads them b/c you have to agree to play the game, no matter what. But I promise you, when WoW bans some accounts for botting or w/e, there are people that will go through those agreements with a fine tooth comb. Thing is, they all that that one line in there that pretty much makes the rest irrelevant.

    Usually something to the effect of "Everything herein is subject to change at the discretion of XYZ corporation."

    Posted in: Off-Topic
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    posted a message on Yes, another Lobby issue

    Coming on my weekend, I'll give this a try tomorrow hopefully.

    Posted in: Triggers
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    posted a message on Yes, another Lobby issue

    I removed the wait trigger and no change. The wait is required or a player can spam click and get more than one hero.

    The error occurs right at melee ini on the Set Player trigger according to the error messages with negative values not supported. I also have my creep wave spawn triggers set to:

    Or Conditions (Player Regen Chamber[(Player 1 from (Players on team 1))] is alive) == true (Player Regen Chamber[(Player 2 from (Players on team 1))] is alive) == true

    This trigger fails as well when there is no one on team 2 or 3. Due to the error message and it not working for 2 triggers It seems to me that "Player 1 from (Players on Team 2)" is not recognized. I'm beginning to feel that it just doesn't work. Has anyone been able to confirm that it does?

    I'm also not very clear on what to do with debug messages that could help.

    Posted in: Triggers
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    posted a message on Yes, another Lobby issue

    Sadly, no dice.

    I set up the Player Spawn array and set it to points as you show. I have a melee ini trigger that moves the camera for player on team x to a specific point. this works properly for the teams.

    Unfortunately, no character and no regen chamber is created when I select my unit. The dialog is hidden so I'm sure the trigger is firing. That combined with the cameras being in the right spot, I'm thinking the point just isn't being recognized and so there is no where to create the unit. I think the issue is, teams are recognized but "Player x on team y" is not.

    I do also get an error: gt SetPlayer Function Negative Indexes not supported

    I'm not sure if this has to do with there being no players on the other teams or what.

    ==== This works ====
    
            Player Group - Pick each player in (Players on team 1) and do (Actions)
                Actions
                    Camera - Pan the camera for player (Picked player) to Team 1 Spawn over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
            Player Group - Pick each player in (Players on team 2) and do (Actions)
                Actions
                    Camera - Pan the camera for player (Picked player) to Team 2 Spawn over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
            Player Group - Pick each player in (Players on team 3) and do (Actions)
                Actions
                    Camera - Pan the camera for player (Picked player) to Team 3 Spawn over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    
    ==== I don't believe this does ====
    
    Set Player
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Variable - Set Player Spawn[(Player 1 from (Players on team 1))] = Player 1 Spawn
            Variable - Set Player Spawn[(Player 2 from (Players on team 1))] = Player 2 Spawn
            Variable - Set Player Spawn[(Player 1 from (Players on team 2))] = Player 3 Spawn
            Variable - Set Player Spawn[(Player 2 from (Players on team 2))] = Player 4 Spawn
            Variable - Set Player Spawn[(Player 1 from (Players on team 3))] = Player 5 Spawn
            Variable - Set Player Spawn[(Player 2 from (Players on team 3))] = Player 6 Spawn
    
    ==== Here is the character select trigger again modified for these variables ====
    
    Character Selection
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
        Actions
            Player - Modify player (Triggering player) Minerals: Set To 50
            Unit - Create 1 Base - Regeneration Chamber for player (Triggering player) at Player Spawn[(Triggering player)] facing 270.0 degrees (No Options)
            Variable - Set Player Regen Chamber[(Triggering player)] = (Last created unit)
            General - Switch (Actions) depending on (Used dialog item)
                Cases
                    General - If (Select Aldris)
                        Actions
                            Dialog - Disable Select Aldris for (All players)
                            General - Wait 0.0825 Real Time seconds
                            Unit - Create 1 Hero - Aldris for player (Triggering player) at Player Spawn[(Triggering player)] facing 270.0 degrees (No Options)
                            Variable - Set Player Unit[(Triggering player)] = (Last created unit)
                            Variable - Set Player Spawn Unit[(Triggering player)] = Hero - Aldris
                            Variable - Set Select Done[(Triggering player)] = true
                            Unit Selection - Select Player Unit[(Triggering player)] for player (Triggering player)
                            Dialog - Hide Character Selection for (Player group((Triggering player)))
    
    Posted in: Triggers
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    posted a message on Yes, another Lobby issue

    Ok, I realize this has been done to death, but I have looked over everything I can find on player teams and lobby setup and I simply cannot get it to work for my map. I cannot make it so regardless of join order, the player in slot 1 of team 1 lobby = player 1 for triggers.

    The design of my map is such that, each team corresponds to a specific lane with pre placed buildings that heal the hero or are requirements to win the game.

    I'm thinking it may be possible to change up my triggers overall to compensate for the use of variable so I can use one of the other methods described on the forums, but I am terrible with triggers and my usual fumblefart trial and error method would take me years to find out how to make this work.

    ==== So, this is my Character Selection Trigger:  ====
    
    Character Selection
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
        Actions
            General - Switch (Actions) depending on (Used dialog item)
                Cases
                    General - If (Select Aldris)
                        Actions
                            Dialog - Disable Select Aldris for (All players)
                            General - Wait 0.0825 Real Time seconds
                            Unit - Create 1 Hero - Aldris for player (Triggering player) at Player Spawn[(Triggering player)] facing 270.0 degrees (No Options)
                            Variable - Set Player Unit[(Triggering player)] = (Last created unit)
                            Variable - Set Player Spawn Unit[(Triggering player)] = Hero - Aldris
                            Variable - Set Select Done[(Triggering player)] = true
                            Unit Selection - Select Player Unit[(Triggering player)] for player (Triggering player)
                            Dialog - Hide Character Selection for (Player group((Triggering player)))
    
    
    ==== And this is my Win Trigger ====
    
    Team 1 Win
        Events
            Unit - Base - Enemy Base [62.50, 198.50] dies
        Local Variables
        Conditions
        Actions
            Transmission - Send transmission to (All players) from (Player Unit[(Owner of (Killing unit))] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name (Name of player (Owner of (Killing unit))) and message "Lane 2 has been conquered!" using (Cinematic portrait at Center Left) playing Talk (Add 2.0 seconds, Don't Wait until it finishes)
            General - Wait 5.0 Game Time seconds
            Game - End game in Victory for player 1 (Show dialogs, Show score screen)
            Game - End game in Victory for player 2 (Show dialogs, Show score screen)
            Game - End game in Defeat for player 3 (Show dialogs, Show score screen)
            Game - End game in Defeat for player 4 (Show dialogs, Show score screen)
            Game - End game in Defeat for player 5 (Show dialogs, Show score screen)
            Game - End game in Defeat for player 6 (Show dialogs, Show score screen)
    
    
    ==== Loss Trigger ====
    
    Player 1 Loss
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            Or
                Conditions
                    (Triggering unit) == Player Unit[1]
                    (Triggering unit) == Base - Regeneration Chamber [62.04, 11.52]
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            (Base - Regeneration Chamber [62.04, 11.52] is alive) == false
                            (Player Unit[1] is alive) == false
                Then
                    Game - End game in Defeat for player 1 (Show dialogs, Show score screen)
                Else
                    Trigger - Run Player 1 Respawn  (Check Conditions, Don't Wait until it finishes)
    
    
    
    ==== Respawn ====
    
    Player 1 Respawn
        Events
        Local Variables
        Conditions
            And
                Conditions
                    (Player Unit[1] is alive) == false
                    (Base - Regeneration Chamber [62.04, 11.52] is alive) == true
        Actions
            Player - Modify player 1 Minerals: Set To 0
            Timer - Start Player Respawn Timer[1] as a One Shot timer that will expire in 10.0 Game Time seconds
            Timer - Create a timer window for (Last started timer), with the title "P1 Respawns in: ", using Remaining time (initially Visible)
            Timer - Show (Last created timer window) for (All players)
            General - Wait 2.0 Game Time seconds
            Camera - Pan the camera for player 1 to Team 1 Spawn over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
            Unit - Move Player Unit[1] instantly to Team 1 Spawn (No Blend)
            General - Wait for Player Respawn Timer[1] to have 0.0 seconds Remaining
            Unit - Revive Player Unit[1]
            Unit - Set Player Unit[1] Life to 500.0
    

    My problem seems to lie in that I use triggering player to set the Player[Unit] but I have to use integers to call the specific players.

    I would do unmentionable things if someone could help me figure this out.

    Posted in: Triggers
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    posted a message on Best fighting system

    I mean the game mode where you walk around and have to fight 100s of enemies like in Dynasty Warriors only you actually get to control you weapon. The dueling was kinda iffy, but I always beat my little nephew by blocking and counter-attacking. The Force Unleashed was fun also with light saber/ force power duels.

    I guess you kinda get what I'm into for games. o.O

    Posted in: Off-Topic
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    posted a message on Best fighting system

    Bushido Blade for Dreamcast (I think) was awesome. Oh and you're going to think I'm crazy, but the sword fighting game on Wii Resort was AWESOME. I've been waiting for the Wii version of Dynasty Warriors.

    Posted in: Off-Topic
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    posted a message on Dustin Browder talks about HotS POP SYSTEM

    @Chiquihuite: Go

    It will have to suffice to say that I have a different perspective. Unfortunately, I cannot elaborate.

    Posted in: General Chat
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    posted a message on Dustin Browder talks about HotS POP SYSTEM

    Rodrigo is right though. I've been saying this for a long time now. Blizzard is no longer a video game company, they are a corporation. They have consistently supported this notion with the path they have taken in releasing SC2 in 3 parts and the map marketplace, pushing WoW to have 1 expansion a year while completely ignoring the "polish" that Blizzard is known for and now with the D3 real money AH they are blatantly positioning themselves to support a residual income so they can focus on cranking out less and less spectacular games.

    Even saying that, Blizzard games are still some of the best out there and I enjoy them or I wouldn't be here. But it's easy to see their pattern and the direction they are headed.

    Posted in: General Chat
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    posted a message on So TOFU has been put on hold?
    Quote from TacoManStan: Go

    (well, not as often. I rage in solitaire)

    You're so awesome TacoMan.

    Someone link me Tofu. I don't remember seeing anything about it...but I have a terrible memory...for specific reasons >.>

    Posted in: Project Workplace
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    posted a message on Map of the Week [Waiting new system before complaining]

    @RodrigoAlves: Go

    Posted by Trigor: So like the title says, play mine and I'll play yours.

    This is part of the Map of the Week project where map makers play each other's maps to promote the Map of the Week. You might want to join us. :)

    http://us.battle.net/sc2/en/forum/topic/2957585946

    ----------

    Lol, you're funny dude.

    BTW: Lane Runner is Up and Running. I'm still making changes but it's totally playable and last I looked was on page 4.

    Posted in: General Chat
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    posted a message on Map of the Week [Waiting new system before complaining]

    Oh ya, btw, I support this and have 2 maps that I'm working on to contribute. Lane Runner and Phazed

    Posted in: General Chat
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    posted a message on Dustin Browder talks about HotS POP SYSTEM

    Just played Star Battle. Flagship Battle is MUCH better IMO. Adds more to the genera, easier to pick up, easier to play.

    As I said it is rising in popularity. Well see if your theory holds true and it takes Star Battle's place. Unfortunately, if it doesn't you'll just be able to hide behind, "It's not as good."

    Posted in: General Chat
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