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    posted a message on SC2 won't run after patch 1.1

    I had this problem! ...I don't remember what solved it, though. Try looking in the technical support section of the SC2 website. That's where I got a fix.

    Posted in: Off-Topic
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    posted a message on Tired of hackers.

    Blizzard should allow maps to save a bank checksum to their servers. Problem solved. Theny they need to increase bank size.

    Posted in: Off-Topic
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    posted a message on is there a way we can get player names?
    Quote from Molsterr: Go

    @Berrala: Go

    Your going to love this answer, "no".

    We can get the name of the player, HOWEVER, we can only get it in the form of "text" we cant compare "text" with anything, not even other text... so the only way you can make it do something just for you, is to have a value in your bank.

    Seriously? Auuuuuuuugh, the restrictions of SC2 are growing more apparent by the day. Do you know if you can at least set player names? If not, disappointment will be extreme.

    Posted in: Triggers
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    posted a message on Blizzard Reseted Popularity
    Quote from RodrigoAlves: Go

    2 hours later, all popular maps were on the 1st page again. So, Blizzard did a second reset. This time, they reset only the popularity of the popular maps.

    How does that make any sense at all? I mean, all the popular maps will just re-become popular due to the games-in-progress effect, and all the other maps that weren't "popular" but had a bit of popularity had been reset two hours earlier so only resetting popular maps does nothing.

    What is Blizzard trying to accomplish, besides illustrating their incompetence?

    Posted in: General Chat
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    posted a message on How do you make a map popular?

    This is an entirely depressing but completely predictable and justified result of the popularity system.

    Posted in: Miscellaneous Development
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    posted a message on Map makers getting mad! I LOL'd
    Quote from Molsterr: Go

    @Cotcan: Go

    remember, its not just a matter of "oh lets change it" rewriting of the scripts, possibly changing the UI, the database may need some work, lets not forget each Client type, testing, quality testing, Im sure they are working hard..

    True, but they should have been working on it in Beta, when everyone agreed that the system sucked. It's been about 4 months (I might be wrong) and they haven't really fixed it. SC2 should not have been released in its current state.

    Posted in: General Chat
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    posted a message on Database

    In GUI they are relatively simple and all the "Save functions" are under the data tables tab of the actions. From there you simply select the type of data you wish to save (if you wished to save a real value, select the save real value one). The function will prompt you for the value to save and a string which is the key that the value is saved under. If you're going to be saving a lot of data under unit type, the first thing you should do is make a FormatUnitTypeData function. Its parameters should be a unit type and a string value, and its return should be a custom script that reads like this:

    return lp_unitType+"_"+lp_key;

    Where unitType is the variable for the unit type, and key is the variable for the string key. Then you can save unit data quite easily. If you wanted to save a real value for a unit type, you'd find the Save Data Table Value (Real) action, fill in the real value you wish to save, then for the Name section find your FormatUnitTypeData function. It should be straightforward from there. To load this data at any time, simply find the Value from Data Table (real) function when using set variable, and use the same unit type and key formatted by your FormatUnitTypeData function for the name section.

    Posted in: Miscellaneous Development
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    posted a message on Database

    You are interested in data tables. Since unit types in SC2 are basically strings, you could easily use data tables to store whatever you want.

    Data tables can store any value under a string. If you make a function that prefixes the unit type and then the key, you can quite easily create extra values.

    Posted in: Miscellaneous Development
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    posted a message on Refer to a unit type in trigger. o.o

    Uhhh, you can just use the Unit Type of Unit function and place that in a condition statement?

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Unit/Actor only visible for one Player

    Rkmx's code will not work unless SC2 has a GetLocalPlayer equivalent. Which it does not, to my knowledge. I'm sorry, but I'm not entirely sure what you're trying to do is even possible.

    Posted in: Miscellaneous Development
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    posted a message on Curious about the simplification of tedious mapmaking processes.

    Riley, people who make maps are not expert professional programmers. Blizzard should have realized that people simply want to dink around in the editor and have fun doing stupid things. The design of the data editor makes this harder, and thus makes the SC2 as a product in its entirety less fun. "All our complaining" is us pointing this out for anyone who doesn't know about it (thus helping them make an informed choice on whether or not to buy the game), and is feedback for Blizzard. We are absolutely, completely entitled to whine all day long about anything and everything SC2. Most of your vitriolic post seems to espouse the fact that Blizzard cannot satisfy everyone with the editor. This is true, but you seem to be missing the point that they could be satisfying a LOT more people than they are now. If they made it more intuitive and user friendly, they'd have a better and more liked product, resulting in better long-term sales. Which is what Activision cares about. Consider: The added potential of the SC2 map maker is irrelevant for 98% of all mapmakers. Yes, I made this statistic up, but you get the point. Most people don't care that you can do neat tricks with actors or have custom UIs (that lag very muchly). They want to make their NEXUS WARS SUPER BLOODY EDITION or their LIFE OF AN INFESTED SPACE MARINE. And for everyone who does care about the added features (which really aren't that impressive. Blizzard took away almost as much as they gave, in my view) they now have to spend longer doing the basic stuff. The entire point of the WC3, SC1, and SC2 editors is that they make realizing your ideas much easier. If people wanted a complete set of features and freedom, they'd get themselves a C+ + compiler and be happy.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Random Terrain?
    Quote from Mozared: Go

    It's not currently possible, and probably won't really become possible in the near future. What you can do and what's closest though, is a 'random dungeon' system like Helrar implemented into his map. He's using 'wall' doodads that spawn and arrange in random orders to form a new dungeon every time you play the map.

    For cliffs... not gonna happen.

    That's kind of sad, considering that this was something you could do in WC3.

    Posted in: Terrain
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    posted a message on Possible to create your own data table like a spreadsheet?

    Why would you not want to do this with triggers, exactly? Any use of data in the format you're describing sounds like it'd need a trigger anyway.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Array Initialization

    I believe SC2 arrays don't have a "0th" value. I could be wrong though.

    Posted in: Miscellaneous Development
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    posted a message on The List of things that aren't possible:
    Quote from caspersc: Go

    @Mathhole: Go

    Use regions, visuals should not dictate logic, logic should dictate visuals.

    Except when visuals are shorthand for logic.

    Not possible:
    -Change terrain in game
    -Hide chat text completely (might be possible but the search is still kind of on)
    -Get more than 32 FPS on a trigger
    -Anything that uses Local Player
    -Having more than 50 buttons at once
    -A map with more than 2^21 bytes of compiled script
    -Decent floating point arithmetic

    Posted in: Galaxy Scripting
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