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    posted a message on Military Rank Icons
    Quote from xhatix: Go

    @kozm0naut: Go

    they are built-in to non-passive abilities, you have to set/create a alpha border of approx 3px

    Just to clarify this futher, it looks like the "overlay" is actually an underlay, so you'll need to add alpha to your image anywhere you'd like the button border and shine effect to show through.

    Posted in: Artist Tavern
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    posted a message on Texturing. Halp!

    @Alcoholix: Go

    I believe he's implying that if you view the texture in a small area, the number of pixels shown will be limited by the resolution of your screen itself.

    Which I must mention varies by screen (is not always 72 ppi) and should never make anything appear more pixelated than anything else .. as they're all being displayed by the same monitor and thus held to this threshold.

    Posted in: Artist Tavern
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    posted a message on [Trigger] Make Player Groups from Teams

    Hi all, I looked extensively for a way to directly reference teams or team members from within triggers without much success. Continuing on concepts from this thread: http://forums.sc2mapster.com/development/map-development/2276-detecting-teams-with-triggers-impossible/?page=3

    I decided to implement a trigger in my own map that went through the trouble of identifying alliances between players such that teams were converted into player groups for use within your triggers. The example here is from my own 4-team CTF map which you're free to download from my maps (very much a work in progress). This particular example is set up for four teams, they may be of any size.

    In effect this takes the first player and makes them leader of the first team (Red team). Then it continues through the players, assigning them to the Red team until a player is not allied with the Red leader, in which case it makes them leader and member of the Yellow team, and creates their flag. This continues so forth checking alliances and creating teams or assigning members as necessary.

    My specific trigger also announces to the player which team they've joined and changes their color to suit, obviously these are optional actions.

    You will need to declare some unit group variables globally to use this trigger (unless you don't plan to use the unit groups outside the bounds of your trigger).

    In my case these are Red Team, Yellow Team, Green Team and Blue Team.

    if you have any questions, just ask! Improvements/criticism also appreciated :)

    Posted in: Tutorials
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    posted a message on how to make a targeting beam (like a laser pointer)

    look up the hunter seeker missile, it projects a red laser toward its target at all times. I'm almost certain you could compare this data to yours and find what's missing.

    Posted in: Miscellaneous Development
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    posted a message on Detecting teams with triggers impossible?

    @Vophsix: Go

    Locking these types of data gave me heinous header failures when I tried to publish the map. I haven't touched them since, but if you can get it to work, please confirm.

    Posted in: Miscellaneous Development
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    posted a message on Detecting teams with triggers impossible?

    @zifoon: Go

    Okay, but for example, I posted a real trigger (see attached screenshot ^ on this page) that I plan to use for my 4-team CTF map, where it doesn't matter which team is in which corner, just that the players stay in their teams from the lobby. This trigger assigns them to user groups which you CAN reference as teams. This is more than checking alliance...

    But again, only suited if you were to start all teams on equal footing. I'm sure there's a way to do exactly what you're requesting, but you might consider having all the teams start in the exact same manner in a staging area, where they then choose attacker or defender.

    Not the best solution there, but just a thought.

    Posted in: Miscellaneous Development
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    posted a message on Detecting teams with triggers impossible?

    @zifoon: Go

    You can check what player group a player is in.

    However, I understand why this is not an exact solution. My solution essentially remakes the lobby teams as player groups with the correct players, but the groups are in a random-ish order (or rather, an order that is impossible to nail down without those direct Team references, since players themselves may arrange themselves in any way in the lobby)

    Right?

    Posted in: Miscellaneous Development
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    posted a message on Detecting teams with triggers impossible?

    I thought about this, there's a boolean for "Player is in Player Group" and a player group for "Allies of Player x" which can be either allies or enemies

    Through this and an iterative statement, you could construct player groups kinda like this (for 3 teams):

    This is just pseudocode but the triggers should be pretty much just like this I think

    players(integer)   p = 1, lead1 = (player 1), lead2 = (No Value), lead3 = (No Value)
    player group       team1, team2, team3
    
    
    for each player p in group (active players) {
     if {
       (player p is in player group enemies of lead1) && (lead2 == (No Value)) THEN lead2 = player p
     }
     else if {
       (player p is in player group enemies of lead1) && (player p is in player group enemies of lead2) && (lead3 == (No Value)) THEN lead3 = player p
    }
     if player p is in player group (allies of lead1) THEN add player p to player group team1
     if player p is in player group (allies of lead2) THEN add player p to player group team2
     if player p is in player group (allies of lead3) THEN add player p to player group team3
    }
    

    Edit: cleaned up a bit

    Posted in: Miscellaneous Development
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    posted a message on Unable to publish: "Transmitting Header File - Failed"

    @zifoon: Go

    I've eliminated all game variant and attribute settings, so there shouldn't be any conflict. Can these values only be set within Variants?

    Posted in: Miscellaneous Development
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    posted a message on Unable to publish: "Transmitting Header File - Failed"

    I've narrowed this down exactly to Player Colors in the Player Properties window. Any time I set any player's color I get this error. :(

    Posted in: Miscellaneous Development
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    posted a message on Unable to publish: "Transmitting Header File - Failed"

    I removed all attributes and variants with no success, I had to reset the player settings fully. Thanks for your help!

    Solved but ... I don't understand; I was using these player settings earlier with no problem. Do I just need to set them back up? Was there some patch that made my settings deprecated?

    Posted in: Miscellaneous Development
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    posted a message on Map Publishing FAQ

    FYI, in most text you can use ALT+0143 for an invisible character which will seamlessly allow you to bypass any filters

    Posted in: Miscellaneous Development
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    posted a message on Unable to publish: "Transmitting Header File - Failed"

    Has anyone received this error? My map is "ready to publish," but every time I try it gets to 70-90% and gives the status "Failed" with the info "Transmitting Header File"

    Any help?? Very appreciated

    Edit: at the bottom it says "Upload Error: [..] Default values are not valid (C:\ProgramData\Blizzard Entertainment\Battle.net\Cache\TMP\05482BB[..more numbers])"

    [brackets] because I can't copy from that field :(

    I tried deleting the "TMP" folder from my cache, with no success, though it didn't break sc2 heh

    Posted in: Miscellaneous Development
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    posted a message on How do I kill a unit that hasn't spawned yet?

    "Player" is really just an integer value that references the player number.

    Any time a function asks for an integer "Player," you can think of this as the player number.

    Posted in: Miscellaneous Development
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    posted a message on M3 Exporter

    Thank you, I knew I was missing something really simple but couldn't figure it out after pouring over the instructions.

    Thanks for everything NiN!

    Got pretty much everything working, however I can't figure out team colors at all, I've tried adjusting the alpha channel on my TGA and also tried using the alpha map material, and also I've messed with the "Alpha" settings on the SC2 Material's individual bitmaps as well, but all of these give me transparency and not team color.

    Posted in: Third Party Tools
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