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    posted a message on Terrain Tiling Frequency...

    @zorbotron: Go

    TLDR: This allows you to make a 1024x1024 map.

    This is truly phenomenal. I believe I'm going to make a custom map for everyone to use, that shrinks the size of every model by 25% (1/4 dimension reduction = 1/64 the total volume occupied afterwards) with the terrain being equally scaled to 0.25 (total of 16 times more area to use).

    I noticed that anything beyond 4x loses quality for all the map textures, but it retains crystal clear quality under or equal to 4x.

    Posted in: Data
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    posted a message on Open to Public option (mafia)

    @EdwardSolomon: Go

    As of right now, I keep dropping lobby, until I get a fresh lobby where I'm host.

    Posted in: General Chat
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    posted a message on Open to Public option (mafia)

    WHERE THE HELL DID THIS BUTTON GO!

    I never play any mafia game where I cannot be (or someone I know) is not host. Reason, pub hosts always have terrible, unbalanced or troll settings 80% of the time.

    Posted in: General Chat
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    posted a message on Terrain Tiling Frequency...
    Quote from Forge_User_62748943: Go

    @EdwardSolomon: Go

    It's supposed to but it doesn't work. Open the console with alt+~ then use uvget and uvset commands to change terrain texture scale.

    If I want to shrink my terrain by a factor of 4, what would I enter into the console?

    Also, thanks bro!

    :)

    Posted in: Data
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    posted a message on Terrain Tiling Frequency...

    Changing this parameter has no effect on any of my maps. It's supposed to change the scale of the terrain right?

    Posted in: Data
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    posted a message on [Library] Hero Selection v3.0.1 Final

    Deleted because I'm an idiot lolol

    Posted in: Trigger Libraries & Scripts
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    posted a message on Anyone else having issues with Dialog Designer Map?

    I have not been able to select any assets for images or textures. I haven't use this tool in several months and it was working perfectly then. I updated to the new version.

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.
    Quote from Yaksmanofage: Go

    oh whoops, didn't read carefully enough. You said you solved it, so no need for my solution.

    I only solved it for my special case. Each time I run into this problem, I have to come up with crazy type of workaround, and that workaround is never the same. It's very frustrating, thus I'm hoping to see if anyone has a solution or custom event that takes care of this.

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    <<quote 1102176>> I suggest something like this:

        Events
            Unit - Any Unit Enters Your Region
        Local Variables
        Conditions
            (Triggering unit) == Your Unit[Owner of Triggering Unit]
        Actions
            do stuff
    

    This is the worst possible solution to my problem, this is the one I'm trying to avoid. When you use "Any Unit, " each game loop (16 times per second), starcraft 2 engine will cycle through every unit on your map to check if it is within that region, until the trigger is disabled/turned off. It will do this even if no valid units are in the region.

    Now, I if I have 200+ units on my map, and 30-40 different triggering regions, that would get quite messy. However, that all being said, I made a workaround using entirely different events, dummy units and custom values.

    Basically - Event - Player clicks bunker gun -

    Conditions: Player is in region, BunkerGun is not Occupied

    Get custom value of sentry gun for variable/record index. Show dialog

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    @EdwardSolomon: Go

    To make things worse, we can't even use Variables for the Unit either.

    I had to specifically set the unit to War Pig.

    Event:

    War Pig [X1, Y1] Enters MegaRegion

    Hammer Securites [X2, Y2] Enters MegaRegion

    .................

    Spectre [X6, Y6] enters MegaRetion

    -------------

    I'll have to obtain the triggering player by unit custom value.

    I can't recall any other Event that is this buggy

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.
    Quote from hobbidude: Go

    As far as tainted's comment, i disgress that there is always a way to do something. I'm afraid we need more specific info on what your trying to accomplish and what the end result is. I would actually stray way from preplaced regions. If your using a lot of regions you should be looking into a multli threaded loop that will cut down the work a ton (simply a threaded action definition that loops through each base unit and the area around it to check and then routes it to another definition for the actual actions.) Im an advanced triggerer and i'd be happy to help; just be specific on what you want to do.

    In a nutshell, I want a dialog box to open when a player's FPS unit (Avatar) enters the region. Since I have 6 players, I need to create an event for each of their units.

    I was able to solve the problem of the multiple regions, by creating one pre-placed mega region. That being said, there seems to be no way of creating a single event for all of the players. I must must create 6 different events:

    Player1 Enters MegaRegion, PLayer 2 Enters MegaRegion...Player6 Enters MegaRegion

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    @Taintedwisp: Go

    That's the easy solution, but horribly laggy 200+ units on the map. When you use "Any Unit" the starcraft 2 engine will check Every Unit on the entire map 16 times per second to see whether or not it is in the region.

    By setting it to a specific unit, the starcraft 2 engine will only check to see if that unit is within the region instead of every single unit.

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    lol, that region adding crashes the game at map initialization or time elasped.

    I will have to manually create this monster region!

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    @EdwardSolomon: Go

    I was able to combine all of these regions into one region at map initialization; however, I must still create one event per unit in the unit group.

    Initial Bunker Settings
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Variable - Set RM.BS1.Bunker[1] = BunkerReg
            Variable - Set RM.BS1.Bunker[2] = BunkerGun2
            Variable - Set RM.BS1.Bunker[3] = BunkerGun3
            Variable - Set RM.BS1.Bunker[4] = BunkerGun4
            Variable - Set RM.BS1.Bunker[5] = BunkerGun5
            Variable - Set RM.BS1.Bunker[6] = BunkerGun6
            Variable - Set RM.BS1.Bunker[7] = BunkerGun7
            Variable - Set RM.BS1.Bunker[8] = BunkerGun8
            General - Pick each integer from 1 to 8, and do (Actions)
                Actions
                    Region - Add RM.BS1.Bunker[(Picked integer)] to BunkerReg
    

    -----

    Then the desired trigger:

    EnterBunkerGuns
        Events
            Unit - AvatarRec[1].Avatar Enters BunkerReg
            Unit - AvatarRec[2].Avatar Enters BunkerReg
            Unit - AvatarRec[3].Avatar Enters BunkerReg
            Unit - AvatarRec[4].Avatar Enters BunkerReg
            Unit - AvatarRec[5].Avatar Enters BunkerReg
            Unit - AvatarRec[6].Avatar Enters BunkerReg
    
    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    I am looking to detect the event "Unit from Unit Group Enters Region."

    Problems I'm confronted with:

    1) You cannot enter variable regions into this event, and I need to enter multiple regions to trigger the same event.

    2) You can not automatically decide which Units trigger this event, because there's no Unit Group filter.

    I must either set it to "Any Unit" and then check the condition "Triggering Unit is from Unit Group," which will lag like hell with lots of units for just one region, never mind the fact I need to create this event again within the same trigger for every other region.

    Or I can create an event for each unit in the unit group, for each regions. So if I have have a unit group of size 6 and 8 different regions, I need 48 events for one trigger. WAIT WHAT!

    This is what my events look like right now (I only did it for 3 regions instead of 8)

    EnterBunkerGuns
        Events
            Unit - AvatarRec[1].Avatar Enters BunkerGun1
            Unit - AvatarRec[2].Avatar Enters BunkerGun1
            Unit - AvatarRec[3].Avatar Enters BunkerGun1
            Unit - AvatarRec[4].Avatar Enters BunkerGun1
            Unit - AvatarRec[5].Avatar Enters BunkerGun1
            Unit - AvatarRec[6].Avatar Enters BunkerGun1
            Unit - AvatarRec[1].Avatar Enters BunkerGun2
            Unit - AvatarRec[2].Avatar Enters BunkerGun2
            Unit - AvatarRec[3].Avatar Enters BunkerGun2
            Unit - AvatarRec[4].Avatar Enters BunkerGun2
            Unit - AvatarRec[5].Avatar Enters BunkerGun2
            Unit - AvatarRec[6].Avatar Enters BunkerGun2
            Unit - AvatarRec[1].Avatar Enters BunkerGun3
            Unit - AvatarRec[2].Avatar Enters BunkerGun3
            Unit - AvatarRec[3].Avatar Enters BunkerGun3
            Unit - AvatarRec[4].Avatar Enters BunkerGun3
            Unit - AvatarRec[5].Avatar Enters BunkerGun3
            Unit - AvatarRec[6].Avatar Enters BunkerGun3
    
    Posted in: Triggers
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