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    posted a message on People...I cant believe they pay for this.

    @zeldarules28: Go

    Thats different. Just cuz the there are sulfur deposits in the location where a city used to be, doesn't mean that the city was destroyed by fire and brimstone. In fact it offers no evidence at all. That's like saying you dug up a burned down village somewhere in Greece and said that it was struck by Zeus' lighting.

    When you get tired of using the "sulfur in digsite is proof of god" argument, I got a new one for you: .

    Posted in: Off-Topic
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    posted a message on People...I cant believe they pay for this.

    There's a lot of geographical PHYSICAL evidence to support the Greek mythology. Archaeologists have found the site where Troy once was. Yes, the place where the demigod Achilles fought and was killed. If he existed, then I can safely assume that the rest of the Greek pantheon also existed.

    BRB! Going to make some animal offerings to Zeus, just in case he exists.

    "We are all atheists about most of the gods that humanity has ever believed in. Some of us just go one god further." - Richard Dawkins

    Posted in: Off-Topic
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    posted a message on Creating region and point via trigger

    You can create regions using the "Convert Circle to Region" function. If you want to create those regions at map init and use them in events for triggers, then the regions have to be constants.

    I used this to create a map with random ambush points, I think it's similar to what you want. See attachment.

    Posted in: Triggers
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    posted a message on Dialog overlaps Portraits

    @Doomsaloto: Go

    You're creating that portrait in the Map Initialization trigger and attaching it to the "Select Your Leader" dialog, but that dialog isn't created yet. Create the portrait in the same place where you create those static portraits and it will work.

    Posted in: Triggers
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    posted a message on Dialog overlaps Portraits

    Use "Set Portrait Render Type" on that portrait and set it to LDR. It's going to make the portrait look a little bit different (no HDR effects), but it's the only way to make portraits render on top of UI elements.

    Posted in: Triggers
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    posted a message on Public mod files on Bnet?

    @onisagi: Go

    The 1.2 patch notes say:

    Quote:

    The game will now properly find custom imported files within mods.

    That sounds pretty definitive, but I thought the same last patch when they said "the problems with mod dependencies have been resolved" but it didn't get fixed ;(

    Posted in: General Chat
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    posted a message on Public mod files on Bnet?

    If by "custom assets" you mean stuff like sounds and images (or basically anything besides "native" things like triggers, data) then it is currently not possible to access those from a mod. Blizzard confirmed it's a bug (2nd question) and it will most likely be fixed in patch 1.2.

    Posted in: General Chat
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    posted a message on [Release] Jacobs Installation (SC1 Campaign Remake)

    http://www.sc2mapster.com/maps/sc1-jacobs-installation-remake/ (15MB)

    This is the first and most likely last map I publish (at least for a long while). It was part of Starcraft Reborn, a mod to remake Starcraft 1, but I got frustrated by the slow pace, authors dropping out and leaving maps half finished, and the general lack of interest (almost nobody signed up when we opened up recruitment).

    The map is a typical campaign map, very similar to Blizzard's maps from SC2. It's a "dungeon crawler", which means you don't get to build armies and structures, you just blow stuff up :) It's actually heavily influenced by the secret mission from Wings of Liberty (though not as good :P).

    It's a full release, so I most likely won't be adding anything significant to it, but I'd still appreciate feedback. Bug reports and/or balance suggestions even more :P

    Posted in: Project Workplace
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    posted a message on StarCraft: Reborn is recruiting!

    Bump! Not a lot of people have signed up :( Nobody wants to make an awesome Starcraft 1 remake? :O

    Posted in: Team Recruitment
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    posted a message on Official editor answers 10/4

    They pick the ones they can answer instantly during their coffee break of something :/

    Posted in: General Chat
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    posted a message on [Bug] Imported files from a dependency

    They still haven't fixed this...

    I thought this would gain more attention, but I guess not a lot of people are doing multi-map projects that use a central mod file :(

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Xbox Live gamer suspended for saying he lives in Fort Gay

    Hey, I know a company that doesn't allow the name of their game to be placed in MODS FOR THAT GAME, and bans people for images of an arm-wrestling Jesus! :O

    Posted in: Off-Topic
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    posted a message on So, Who played/plays WoW?
    Quote from IskatuMesk: Go

    People say Naxx is easy until you watch them try to do Frogger. You can always weed out the bads with Frogger. Or safety dance.

    Well, failing those can be the fault of lag... in theory :P The moron test of Naxx was the zombie dog fight or even more - Thaddius, because seriously... if you can't tell left from right or clockwise from counterclockwise. Most PUGs fell apart on those two :]
    Naxx was easy numbers-wise, the bosses didn't hit as hard, the trash mobs were weak, etc etc, but the mechanics were all taken from the original naxx, which was the hardest raid in vanilla WoW.

    I started playing WoW a few weeks before patch 2.4 was released. I played a frost mage and ret paladin (oh yeah, BC-era ret paladin = masochism). Mainly PvE stuff because I hated arenas (the bane of WoW in my opinion) and would have enjoyed battlegrounds if they weren't filled with afk arena morons who just wanted to grind honor points. The most fun PvP was world PvP and city raids (attacking Orgrimmar, defending Ironforge, fun fun fun :D)
    I chose Alliance because everyone around was telling me to play Horde, I don't like being told what to play :] And I don't regret it, Horde lore is revolting (to be more precise: forsaken and blood elf lore, and a bit of orc lore too), and now they're getting Garrosh as warchief... seriously...
    Stopped playing after patch 3.3.3. Not because "blizz made it too easy" or "bobby kotick destroyed wow" or any of that nostalgia crap. I simply got tired of it :]

    I will almost certainly go back once blizz announces when the pre-cataclysm events will start, don't want to miss those. I'l play through the new, remastered Azeroth, but I'm not sure if i'll actually buy Cataclysm.

    EDIT: lol, just as I finish writing this, I read that the pre-cataclysm events have started! =D

    Oh, and WoW was a much more fun game for me than SC2. I prefer collaborative games rather than competitive ones, and in WoW you had to do everything in a group (raiding, dungeons, group quests, battlegrounds, world pvp, even those fucking arenas) and you had a connection to the community on your server. In SC2 (after finishing the solo campaign) you just log in, auto-find some anonymous schmuck (who you will never see again) and play with him. In WoW you knew people, you knew which guilds were full of idiots and which ones had smart, dependable people in it. And there was so much more stuff to do than in Starcraft...

    Posted in: Off-Topic
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    posted a message on Attack Waves

    You need to initialize the AI for that player (Start Campaign AI For Player).
    Get rid of the local variable, it's not needed.
    I don't think the computer can actually select units. Just add a normal unit group to the wave (all units of player X in region, etc etc).
    Target needs to be set before you send the wave.

    Posted in: Miscellaneous Development
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