I've remade the New Spine Crawler Defense map from brood war and I need some testers. I've tested it as much as I can by myself, but I need at least one other person to help test the map.
If you would like to help out please post any issues or errors you find on the New Spine Crawler Defense page.
My map has five boolean values that are saved in a bank when the user changes a setting. When testing the map offline the banks load and save fine, but on battle.net they don't work at all. The file is saved with the proper values in the bank folder but it doesn't seem to be loading them. I have it open the bank and pre-load the data. Is there something different that needs to be done when using the banks on battle.net?
CreateStartingUnitsforactiveplayersEventsGame-MapinitializationLocalVariablesx=0<Integer>ConditionsActionsPlayerGroup-Pickeachplayerin(ActivePlayers)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(SpawnLocationvalueforplayer(x+1))==TopLeftThenVariable-SetPurchaseLocations[x] = P1 Units
Variable - Set NexusLocation[x] = P1Nexus
Variable - Set ProbesLocation[x] = P1Probes
Variable - Set AssimilatorLocation[x] = P1Assimilator
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (72, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Spawn Location value for player (x + 1)) == Top Right
Then
Variable - Set PurchaseLocations[x] = P2Units
Variable - Set NexusLocation[x] = P2Nexus
Variable - Set ProbesLocation[x] = P2Probes
Variable - Set AssimilatorLocation[x] = P2Assimilator
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (196, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Spawn Location value for player (x + 1)) == Top Middle
Then
Variable - Set PurchaseLocations[x] = P3Units
Variable - Set NexusLocation[x] = P3Nexus
Variable - Set ProbesLocation[x] = P3Probes
Variable - Set AssimilatorLocation[x] = P3Assimilator
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (134, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Spawn Location value for player (x + 1)) == Bottom Left
Then
Variable - Set PurchaseLocations[x] = P4Units
Variable - Set NexusLocation[x] = P4Nexus
Variable - Set ProbesLocation[x] = P4Probes
Variable - Set AssimilatorLocation[x] = P4Assimilator
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (72, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Spawn Location value for player (x + 1)) == Bottom Right
Then
Variable - Set PurchaseLocations[x] = P5Units
Variable - Set NexusLocation[x] = P5Nexus
Variable - Set ProbesLocation[x] = P5Probes
Variable - Set AssimilatorLocation[x] = P5Assimilator
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (196, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Spawn Location value for player (x + 1)) == Bottom Middle
Then
Variable - Set PurchaseLocations[x] = P6Units
Variable - Set NexusLocation[x] = P6Nexus
Variable - Set ProbesLocation[x] = P6Probes
Variable - Set AssimilatorLocation[x] = P6Assimilator
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (134, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
Else
Camera - Pan the camera for player (x + 1) to (Center of NexusLocation[x]) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Unit - Create 1 Nexus for player (x + 1) at (Center of NexusLocation[x]) using default facing (No Options)
Unit Selection - Add (Last created unit) to control group 1 for player (x + 1)
Unit - Create 1 Assimilator for player (x + 1) at (Center of AssimilatorLocation[x]) using default facing (No Options)
Unit - Create 2 Probe for player (x + 1) at (Center of ProbesLocation[x]) using default facing (No Options)
Unit - Order workers in (Entire map) owned by player (x + 1) to gather nearby resources
Unit - Create 3 Drone for player (x + 1) at (Center of PurchaseLocations[x]) using default facing (No Options)
Player Group - Add player (x + 1) to VoteGroup
Variable - Modify ActivePlayers: + 1
Bank - Open bank "SettingsData" for player (x + 1)
Bank - Preload and synchronize bank "SettingsData" for player (x + 1)
Variable - Set BankSettings[x] = (Last opened bank)
Trigger - Run Setup Settings (Ignore Conditions, Wait until it finishes)
Variable - Modify x: + 1
General - Wait 5.0 Game Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
((Unit(Any Item)) is in P1Nexus) != True
Then
UI - Display "There are no units in P1 Nexus" for (All players) to Subtitle area
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (72, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
((Unit(Any Unit)) is in P2Nexus) != True
Then
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (196, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
((Unit(Any Unit)) is in P3Nexus) != True
Then
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (134, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
((Unit(Any Unit)) is in P4Nexus) != True
Then
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (72, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
((Unit(Any Unit)) is in P5Nexus) != True
Then
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (196, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
((Unit(Any Unit)) is in P6Nexus) != True
Then
Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (134, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
Else
I'm trying to check if there is a unit in a region, but what I have isn't working for some reason.
Here is what I have right now:
General-If(Conditions)thendo(Actions)elsedo(Actions)If((Unit(AnyUnit))isinP1Nexus)=TrueThenUI-Display"There are units in P1 Nexus"for(Allplayers)toSubtitleareaElse
It never displays there is a unit in that region and there really is a unit in that region.
I want it to be in the lobby though, I know its possible because Vexal Tower Defense does it. I haven't messed around with the lobby options a whole lot to figure it out.
My map isn't entirely possible if a player spawns in certain locations and since your not allowed to move yourself to a different location in the lobby I thought I'd make a drop down list of the spawn location. Kind of like selecting your race but instead it will say where you will spawn. I can't figure out how to do this and I need help if possible.
Quick question though, how exactly do I use the "Region" array? If I do "Set Variable" action the variable doesn't show up, and if there is a spot where a region location is supposed to be it doesn't show up in the variables either.
I have it setup as SpawnLocations (Type = Region), Array 0 - 5
Is there a way to setup an array with multiple values? If I do {1,2,3,4,5,6} in the Custom Script will that work? Or do I have to make a trigger that sets all of the values when the map starts?
Edit: Also, is it possible to make an array of regions then use them to spawn units at the locations?
I'm trying to make the nydus worms like they were in SC1. I can't seem to make it only one exit per nydus. I'm able to make it so that the a nydus exit can't be made if there is an equal amount of exits, but 1 nydus can still have multiple exits. How can I hide the button or disable the button for that nydus when the ability is used?
Instead of all of the players being able to use the units of a player that just left I want the units to be split as equally as possible between the renaming players. I've been messing around with triggers to try to get it to work but I can't seem to get it right. Any ideas?
0
I've remade the New Spine Crawler Defense map from brood war and I need some testers. I've tested it as much as I can by myself, but I need at least one other person to help test the map.
If you would like to help out please post any issues or errors you find on the New Spine Crawler Defense page.
0
@Mille25: Go
0
My map has five boolean values that are saved in a bank when the user changes a setting. When testing the map offline the banks load and save fine, but on battle.net they don't work at all. The file is saved with the proper values in the bank folder but it doesn't seem to be loading them. I have it open the bank and pre-load the data. Is there something different that needs to be done when using the banks on battle.net?
0
@BloodClud: Go
I couldn't get it to work the way you explained so I just made a variable that gets set to 1 if a player spawns in that location.
0
@BloodClud: Go
0
@BloodClud: Go
In the same trigger it spawns the unit in that region, if a player chooses to spawn in that region. The event is "Map Initialization".
0
I'm trying to check if there is a unit in a region, but what I have isn't working for some reason.
Here is what I have right now:
It never displays there is a unit in that region and there really is a unit in that region.
0
I want it to be in the lobby though, I know its possible because Vexal Tower Defense does it. I haven't messed around with the lobby options a whole lot to figure it out.
0
My map isn't entirely possible if a player spawns in certain locations and since your not allowed to move yourself to a different location in the lobby I thought I'd make a drop down list of the spawn location. Kind of like selecting your race but instead it will say where you will spawn. I can't figure out how to do this and I need help if possible.
0
@Kueken531: Go
I had Defines Default Value checked, my bad.
0
@Kueken531: Go
Alright, thanks for the info.
Quick question though, how exactly do I use the "Region" array? If I do "Set Variable" action the variable doesn't show up, and if there is a spot where a region location is supposed to be it doesn't show up in the variables either.
I have it setup as SpawnLocations (Type = Region), Array 0 - 5
0
Is there a way to setup an array with multiple values? If I do {1,2,3,4,5,6} in the Custom Script will that work? Or do I have to make a trigger that sets all of the values when the map starts?
Edit: Also, is it possible to make an array of regions then use them to spawn units at the locations?
0
@Photoloss: Go
That's what I was thinking about doing, but I was hoping there would be an easier way.
If I used a teleport effect I don't think I would be able to link the two nydus worms together very easily.
0
I'm trying to make the nydus worms like they were in SC1. I can't seem to make it only one exit per nydus. I'm able to make it so that the a nydus exit can't be made if there is an equal amount of exits, but 1 nydus can still have multiple exits. How can I hide the button or disable the button for that nydus when the ability is used?
0
Instead of all of the players being able to use the units of a player that just left I want the units to be split as equally as possible between the renaming players. I've been messing around with triggers to try to get it to work but I can't seem to get it right. Any ideas?