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    posted a message on spawning help

    @penguinwars: Go

    Your not being too specific so dont exactly know what you mean. But yes you could do such a thing, create a repeating timer that expires every x seconds, x being a real variable type. Make x global if the timer duration is being changed by something in another trigger. If you cant change a timers repeating duration after its been created you could create a new timer with x for repeating time whenever you changed the repeating time value and destroy the old timer. If you had a timer variable you could set the new timer to this variable after destroying the old one, if you needed to.

    Posted in: Triggers
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    posted a message on [Solved] Stripping Down a Unit to Be a Doodad

    @maticpl: Go

    Ah, yes, it seems this works very well.

    I had been told so many times right off the bat by people that you couldnt spawn doodads i didnt even think to look into that. And yes you cant spawn doodads, but you can spawn an actor with a pathing blocker acting as a footprint, which is basically the exact same thing as spawning a doodad...

    Thanks very much for that.

    Posted in: Data
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    posted a message on [Solved] Stripping Down a Unit to Be a Doodad

    Not sure i worded my question quite right. I know i cant turn a unit into a doodad, and using a doodad actor does not work because the units can walk right through them even though it says they have a foot print.

    Im asking what can i do to reduce the proccessing required on a unit. For example i could remove a units animations, as the unit will always be firing a stand animation, by removing it theres no proccesing the game needs to do in terms of rendering that unit doing whatever its doing.

    There are differences in the game in terms of what proccesing is done on a unit vs a doodad, some of those things are in my realm of control, others are not. I was asking for things i could do to reduce this needed processing to reduce the processing gap between the unit and a doodad.

    One thing i would just like to do in the data editor is remove all the sounds, models with the exception of the one i need, actors with the exception of whatever i need and remove everything else except for the footprint. I have also thought about spawning tree actors, and then spawning an invisible unit or a unit with no model ontop of the tree actor that has a 1x1 foot print or something liek that, if that would be good.

    The game is playable even without doing alot of these things, but im just trying to get performance up. Also how do u get a unit to not appear on the minimap?

    Posted in: Data
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    posted a message on [Solved] Stripping Down a Unit to Be a Doodad

    I want to spam doodads on my map, that isnt doable so i need to spawn units instead. Spawning a unit with a doodad model can still be problematic as alot more processing is done with untis than with doodads, as a doodad is nothing but a model and a footprint basically. I know you can spawn doodad actors but it doesnt recognize the footprint which is the problem.

    So ya im not great with the data editor, any advice on how to go about stripping down a unit (a building) to just a footprint and model, how do i get rid of all the other stuff, specifically if you could.

    Thanks.

    Posted in: Data
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    posted a message on MSG From Blizzard.

    I think the fun or not system should be overhauled or a new system put in alongside it or in place of it.

    Have it be a system where only maps that are new and maybe to a lesser extent are not played are put into the rotation, I think you should have to apply to have your map put into the rotation, and someone at Blizz would review it to see that its an actual map worthy of playing. By this i mean it isnt full of bugs or some random map with 3 units on it and no objectives or purpose.

    If it was decent it would be allowed into the rotation, so this way players would know when they join this game type they are getting a game that is both new and somethign they may not have played, and they will also know that the game is of a relativly good quality and is completley playable. When i join a fun or not i never know what i will get, and most of the time its worthless crap, this discourages me from wanting to join fun or not games. This can be kind of like fun or not but with a higher standard so people will actually enjoy it.

    I think giving incentives like achievements or something to players who do join these games would be effective in getting more players in.

    Posted in: General Chat
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    posted a message on Current status of map/bank security

    There are some good ideas for encrypting your own banks here, and i like what obscenecereal said. And i woudlnt be so quick to shoot down good ideas Eiviyn its better to try than do nothing and say there is no hope. Also i think most of you are over estimateing the average person who does this kind of thing. Most SC2 players are young, pre-teens to maybe 17 or 18. The kind of person who would try to hack a bank to get rewards they didnt earn is probabbly in this age group.

    If map making is too hard for alot of people that actually want to get into it, do you think the average SC2 playing 12 year old is going to be able to crack player made bank encryption to get new stats, they dont even know what a bank is or how they could go about altering it to get what they want, in fact they know literally nothing about programming.

    The fact that map stealing and bank corruption are do-able and yet these things literally never happen is proof of this. I would estimate the percentage of people who are both capable of this and actually want to do this are at less than .001%, maybe 1 in 100,000. You can have one of these very rare players crack the map protection algorithm, but protection you put in for your map only would again require that 1 in 100,000 guy to crack your encryption, and i dont think hes going to put in all that work so the 12 year olds that actually want to do this but cant can do it too.

    And in terms of map stealing which IMO is worse, if someone tried to steal mafia that obviously wouldnt work and i think the players SC2 account should be perma banned on the spot for doing something like that. Blizzard could keep track of who published a certain map first, and a player could report a duplicate, and blizzard could look into it and ban that person for doing so. Ya they could change it slightly but by looking at the map you can easily tell.

    And has anyone heard of someoen stealing peoples maps and putting htem on battle net, i saw it happen in WC3 a good bit as there was no built in protection but i havent seen it on SC2, and no maps that were origonaly published as being available for anyone to download do not count?

    Also i dont know alot about banks, but do players have to be identified by their SC2 account ID, if you encyrpted the player IDs a player cant give themselves more points if they cant find themselves in the bank?

    And signature forgers are actually a real thing that exists? Or is it some made up boogey man meant to scare map makers.

    Posted in: General Chat
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    posted a message on Triggers for Altering Terrain/Placing Trees

    @SoulTaker916: Go

    As for doodads, u cant amke them via triggers but u can convert them to unslectable invulnerable units and place them that way. they would look and act like doodads

    For this method would it be any harder for the game to run, if i made a tree like this, would it be any harder if i just used a doodad tree?

    I dont know if the game does extra processing for something designated as a unit than as a doodad?

    Posted in: Triggers
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    posted a message on Triggers for Altering Terrain/Placing Trees

    Hi, can anyone tell me what triggers there are for altering the terrain texture, altering the level of the ground, and placing trees. Im trying to find some and surprisingly im having a hard time, i know ive seen this done in other games.

    thanks.

    Posted in: Triggers
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    posted a message on How to make an image appear on dialog button tooltip

    Hi im trying to recreate the tooltip you would see for example if you hovered your mouse over the train marine button. On that tooltip you would see a picture of minerals next to the number of minerals you need to train a marine. How do i get pictures to appear on my dialog button tooltips in this fashion. I can only get text on there it seems, is there any way to get images on there with the text?

    Thanks.

    Edit: Nevermind i got it, you can insert an image in the text, value section.

    Posted in: Triggers
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    posted a message on How do I make a Dialog box appear ontop of the menu buttons

    @zeldarules28: Go

    Because the menu appears ontop of dialog items. This was not a problem back when you had the menu buttons in the upper left, but then they moved them to the bottom right where i had my UI dialog.

    This is what i would need to change, i found a trigger for render priority but it didnt change anything.

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="Button" name="MenuBarHelpButtonTemplate">
            <Width val="40"/>
            <Height val="38"/>
            <NormalImage val="NormalImage"/>
            <HoverImage val="HoverImage"/>
            <ClickSound val="@UI_ActionButtonSelect"/>
    
            <Frame type="Image" name="NormalImage">
                <Texture val="@@UI/MenuBarHelpButtonNormal"/>
                <StateCount val="2"/>
                <DescFlags val="Internal"/>
            </Frame>
    
            <Frame type="Image" name="HoverImage">
                <Texture val="@@UI/MenuBarHelpButtonHover"/>
                <StateCount val="2"/>
                <DescFlags val="Internal"/>
            </Frame>
        </Frame>
    
        <Frame type="SocialButton" name="MenuBarSocialButtonTemplate">
            <Width val="50"/>
            <Height val="51"/>
            <NormalImage val="NormalImage"/>
            <HoverImage val="HoverImage"/>
            <HitTestFrame val="HitTestFrame"/>
            <ClickSound val="@UI_ActionButtonSelect"/>
    
            <Frame type="Image" name="NormalImage">
                <Texture val="@@UI/MenuBarBattleBuddyButtonNormal" layer="0"/>
                <StateCount val="2"/>
                <DescFlags val="Internal"/>
            </Frame>
    
            <Frame type="Image" name="HoverImage">
                <Texture val="@@UI/MenuBarBattleBuddyButtonHover" layer="0"/>
                <StateCount val="2"/>
                <DescFlags val="Internal"/>
            </Frame>
    
            <Frame type="Label" name="CountLabel">
                <Anchor side="Top" relative="$parent" pos="Min" offset="4"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="-2"/>
                <Width val="25"/>
                <Height val="20"/>
                <RenderPriority val="520"/>
                <Style val="IdleButtonCharge"/>
            </Frame>
    
            <Frame type="Frame" name="HitTestFrame">
                <Anchor side="Top" relative="$parent" pos="Min" offset="13"/>
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <DescFlags val="Internal"/>
            </Frame>
        </Frame>
    
        <Frame type="Button" name="MenuBarMenuButtonTemplate">
            <Width val="74"/>
            <Height val="38"/>
            <NormalImage val="NormalImage"/>
            <HoverImage val="HoverImage"/>
            <Label val="MenuLabel"/>
            <ClickSound val="@UI_ActionButtonSelect"/>
    
            <Frame type="Image" name="NormalImage">
                <Texture val="@@UI/MenuBarMenuButtonNormal" layer="0"/>
                <StateCount val="2"/>
                <DescFlags val="Internal"/>
            </Frame>
    
            <Frame type="Image" name="HoverImage">
                <Texture val="@@UI/MenuBarMenuButtonHover" layer="0"/>
                <StateCount val="2"/>
                <DescFlags val="Internal"/>
            </Frame>
    
            <Frame type="Label" name="MenuLabel">
                <Anchor side="Top" relative="$parent" pos="Min" offset="5"/>
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="2"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <Style val="@@MenuBarButton"/>
                <Text val="@UI/Menu"/>
                <DescFlags val="Internal"/>
            </Frame>
        </Frame>
    
        <Frame type="MenuBar" name="MenuBarTemplate">
            <Frame type="SystemInfoTooltip" name="SystemInfoTooltip" template="SystemInfoPanel/SystemInfoTooltipTemplate"/>
    
            <Frame type="Image" name="MenuBarBackgroundImage">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <Texture val="@@UI/MenuBarBackground"/>
                <RenderPriority val="1"/>
            </Frame>
    
            <Frame type="Button" name="HelpButton" template="MenuBar/MenuBarHelpButtonTemplate">
                <Anchor side="Left" relative="$parent/MenuBarBackgroundImage" pos="Min" offset="7"/>
                <Anchor side="Top" relative="$parent/MenuBarBackgroundImage" pos="Min" offset="8"/>
            </Frame>
    
            <Frame type="SocialButton" name="SocialButton" template="MenuBar/MenuBarSocialButtonTemplate">
                <Anchor side="Left" relative="$parent/MenuBarBackgroundImage" pos="Min" offset="58"/>
                <Anchor side="Top" relative="$parent/MenuBarBackgroundImage" pos="Min" offset="-5"/>
            </Frame>
    
            <Frame type="Button" name="MenuButton" template="MenuBar/MenuBarMenuButtonTemplate">
                <Anchor side="Right" relative="$parent/MenuBarBackgroundImage" pos="Max" offset="-8"/>
                <Anchor side="Top" relative="$parent/MenuBarBackgroundImage" pos="Min" offset="8"/>
                <TooltipFrame val="SystemInfoTooltip"/>
            </Frame>
        </Frame>
    </Desc>
    
    Posted in: UI Development
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    posted a message on How do I make a Dialog box appear ontop of the menu buttons

    Hi, How do I make a Dialog box appear ontop of the menu buttons instead of it being underneath them. I try to bring up a UI dialog on the part of the screen with the menu buttons and it shows up underneath the buttons so i cant see it. Is this doable with triggers or is this a UI SC2Layout file thing? I asked in triggers got no response so i assume its UI layout related.

    Thanks.

    Posted in: UI Development
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    posted a message on variable incrementing

    @GlornII: Go

    Yeah i do that too sometimes, i just dont like having extra lines of code in there but it does help write it faster.

    Posted in: Triggers
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    posted a message on variable incrementing

    @Mille25: Go

    that answers my question thanks. Surprising a C based language wouldnt be able to do that.

    Posted in: Triggers
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    posted a message on variable incrementing

    Its a common practice in programming to do something like array[counter plusplus (this board wont let me write it)] so you dont have to write array[1] array[2], dont have to type the numbers in. Is there any way to do this in the editor, and no im not talking about loops.

    thanks.

    Posted in: Triggers
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