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    posted a message on Regional problems

    You are removing the unit before creating one of the triggering unit (which does no longer exist).

    Move it instead.

    Events
    
    Unit - Any Unit Leaves (Build Region[1])
    Unit - Any Unit Leaves (Build Region[2])
    Unit - Any Unit Leaves (Build Region[3])
    Unit - Any Unit Leaves (Build Region[4])
    Unit - Any Unit Leaves (Build Region[5])
    Unit - Any Unit Leaves (Build Region[6])
    Unit - Any Unit Leaves (Build Region[7])
    Unit - Any Unit Leaves (Build Region[8])
    
    Local Variables
    
    Conditions
    
    (Triggering region) == Build Region[(Triggering player)]
    
    Actions
    
    Move Triggering Unit to Builder Spawn Point (Triggering Player)
    Issue Order to Triggering Unit to STOP replacing existing orders
    
    Posted in: Triggers
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    posted a message on New BAS Art for ImagineFX magazine

    I need Samwise to make some cool art for Tofu ... maybe some Panda's eating out at a Chinese Restaurant?

    Posted in: Heroes of the Storm
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    posted a message on New RTS Game ($1,000 budget)

    I could try texturing it if you wanted. I have never tried to skin a 3D model from scratch before (but have had no problem editing textures in the past), so should be fun ... feel free to dropbox me a link etc. I can't promise I can even do it but I am more than willing to try it out in my spare time.

    Posted in: Team Recruitment
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    posted a message on [Challenge] Somebody Remake this!

    I need to get me some of that shit ...

    Posted in: Map Suggestions/Requests
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    posted a message on [Starcraft Frenzy] Looking for Closed Beta Testers!!!

    I can take a look, I aint gonna fill out your form because I can't be stuffed, if you want me PM me and I can make time. :)

    Posted in: Team Recruitment
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    posted a message on HELP - Dialog Tooltip Frame Color

    Override the asset file or override the UI file.

    I overrid the asset file because it was simplier.

    Posted in: Triggers
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    posted a message on Identifying players as variable arrays

    Judging from what you have written, you will need to do something along the lines of:

    First you need to identify the players.

    Second you need to assign them to an array.

    Third you need to verify the teams.

    Fourth you need to assign them to a team array.

    Each line above can basically be it's own function - may I suggest that you do the following:

    Records are basically like folders, so instead of having 10 variables arrays relating to the player, you can have 1 record (an array) and inside it ten normal variables and it works the same way. It keeps it extremely organised and all it does is move the [Array] number from like Playernumber[15] to Player[15].Number,

    It is better to rewrite your code now than later to include Records - trust me on this.

    Create a Record called "Player Data", then create a Variable Type of Record [Array 15] and call it "Player" and point it to Player Data.

    Inside that record you can create everything relating to the player. So create three integers, one called "position_number" the others called "team_number" and "team_position_number".

    Next create a Record like we did before, this time calling it "Global Data" and a variable [No Array] pointing to it called "Global".

    Create an integer array called "position" [Array 15], create another integer [No Array] call it "amountofplayers".

    Create an integer [No Array] call it "amountofteams". Create an integer [No Array] call it "maxplayers" and set this to (15).

    Next create another Record call it "Team Data and a variable [Array 4] called "Team"

    Create an integer array called "position" [Array 15], create another integer [No Array] call it "amountofplayers".

    Create a text variable and call it "name" (just so we can see the team's name).

    Alrighty here we go ...

    Foreword: Most of this (Like the general idea of how it works) is based off how Tofu does it, however, I use quite a few more records and set quite a more more variables, so I have kept it as simple as possible for OP to learn from.

    First thing you are going to need is to Identify the teams, IE - Setup Teams.

    Create an Action Definition, call it Setup Teams - Add this to Map Intialization (create new action definition, search for setup teams).

    Setup Teams
        Options: Action
        Return Type: (None)
        Parameters
        Grammar Text: Setup Teams()
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            Variable - Modify Global.amountsofteams: + 1
            Variable - Set Team[Global.amountsofteams].name = "Team Pika"
            Variable - Modify Global.amountsofteams: + 1
            Variable - Set Team[Global.amountsofteams].name = "Team Bulba"
            Variable - Modify Global.amountsofteams: + 1
            Variable - Set Team[Global.amountsofteams].name = "Team Charmander"
            Variable - Modify Global.amountsofteams: + 1
            Variable - Set Team[Global.amountsofteams].name = "Team Squirtle"
    

    Secondly, you are going to need is to check players.

    Create an Action Definition, call it Check Players. - Add this to Map Intialization or Game Start Trigger (anytime after Setup Teams).

    Check Players
        Options: Action
        Return Type: (None)
        Parameters
        Grammar Text: Check Players()
        Hint Text: (None)
        Custom Script Code
        Local Variables
            x = 0 <Integer>
            player = 1 <Integer>
        Actions
                    General - While (Conditions) are true, do (Actions)
                        Conditions
                            player <= Global.maxplayers
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Status of player player) == Playing
                                    (Controller of player player) == User
                                Then
                                    Variable - Modify x: + 1
                                    Variable - Set Global.position[x] = player
                                    Variable - Set Player[player].position_number = x
                                Else
                            Variable - Modify player: + 1
                    Variable - Set Global.amountofplayers = x
    

    So this has basically just identified our players as HUMAN, and assigned them to an array, skipping over any computers it may find. The array is "Global.Position" and the length of the array is "Global.Amountofplayers".

    Next we want to set the teams - there are many different ways to do this and I would suggest making each way it's own Action Definition so that you can switch them later if you add in game mode options. Alternatively you may see a similarity between this and the check players function, this is because they are basically doing a different thing in the same way. You could add this to that function but you wouldn't be able to add in more game modes (like Random Teams) later on.

    Add this after the Check Players function.

    Default Teams
        Options: Action
        Return Type: (None)
        Parameters
        Grammar Text: Default Teams()
        Hint Text: (None)
        Custom Script Code
        Local Variables
            team = 1 <Integer>
        Actions
            General - While (Conditions) are true, do (Actions)
                Conditions
                    team <= Global.amountsofteams
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Number of players in (Players on team team)) >= 1
                        Then
                            Player Group - Pick each player in (Players on team team) and do (Actions)
                                Actions
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            (Controller of player (Picked player)) == User
                                            (Status of player (Picked player)) == Playing
                                        Then
                                            Variable - Modify Team[team].amountsofplayers: + 1
                                            Variable - Set Team[team].position[Team[team].amountsofplayers] = (Picked player)
                                            Variable - Set Player[(Picked player)].team_number = team
                                            Variable - Set Player[(Picked player)].team_position_number = Team[team].amountsofplayers
                                        Else
                        Else
                    Variable - Modify team: + 1
    

    This would create an array of players for each team. If you wanted to create a Player Group then you would create one inside the Team Data record, and then EMPTY it as the first thing inside the Team Loop and then add each the player to it where it sets all the player's data.

    You would call this through a LOOP.

    Like:

    Set loop_team = 1
          While loop <= Global.Amountofteams
                Set loop_player = 1
                    While loop <= Team[loop_team].amountofplayers
                        Then create unit for Team[loop_team].position[loop_player] at Center of Map
                    Modify loop_player + 1
                Modify loop_team + 1
    

    If you wanted to create units at the center of a team's base you would create a variable inside the team data record of type region, set the region in Setup Team thing (under the name), and then you could do Create Unit for Team[loop_team].position[loop_player] at center of region Team[loop_team].region

    Once set up like this, and you understand how it works, your possibilities are endless.

    Posted in: Triggers
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    posted a message on Warcraft 3 dependancies in HOTS?

    They stated in an interview years ago that WoW did not mean that there would never be a Warcraft IV, and that there were many people at Blizzard who would like to see it happen and they wished that they could bring it to the table.

    That being said, the Starcraft II engine would only need very minimal upgrades to support Warcraft IV, specifically an amphibious system. Everything else is art, as those who came from Wc3 to Sc2 can see how very similar the two engines are.

    It would not surprise me if Warcraft 3 would be ported to Starcraft II as a little gift to battle.net from our beloved devs in Blizzard (who probably did it on their own time and not Blizzard's time).

    Posted in: General Chat
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    posted a message on HotS Release Date: 12 March 2013

    D3 CE cost me $138 compared to $99 USD in the USA - did I mention the Australian dollar has been worth more than the US dollar for going on three years?

    I saw no reason to get the WOL CE, but I will definately try to get the HOTS CE ... I just want the Artbook so in case one day I meet Samwise, I can get it signed. Seriously, I have been waiting for the Zerg Expansion Artbook since I heard of Starcraft II ... I live for Zerg and Samwise, like really, you have no idea how much respect I have for him ... and I love me some zergies. <3 ...;'

    Posted in: General Chat
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    posted a message on Portion of texture for image?

    Or you can just set tile to false. Depending on the anchor it will cut off the rest.

    Posted in: Galaxy Scripting
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    posted a message on get player in position x of leaderboard?

    Google Bubble Sort.

    Posted in: Triggers
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    posted a message on Important Info regarding Localization for Assets

    Localizing Assets

    You can override assets for each locale - thanks to Xuzaca (Blizz) for posting the info.

    This is very important when you keep in mind that Global Play is coming.

    List of Locales

    • deDE = German
    • enGB = English (used in the UK | AU | NZ)
    • enSG = English (used in Singapore)
    • enUS = English
    • esES = Castilian Spanish
    • esMX = Latin American Spanish
    • frFR = French
    • itIT = Italian
    • koKR = Korean
    • plPL = Polish
    • ruRU = Russian
    • zhCN = Simplified Chinese
    • zhTW = Traditional Chinese

    Localizing Assets

    You can overwrite existing Blizzard assets or even your own assets by putting them into the right path. Your Base path will be the default, and will be over-ridden by any other locale that you define. Hence, your Base should theoritically be in English being the most widely-spread langauge, and adding additional locales when needed.

    How to do it

    Import your base Assets into "Base.SC2Assets\Assets\Textures", then using the list above you can import overrides into their own folders/paths.

    Important Info

    • Have the same name as the asset they're supposed to override
    • Are in the correct, locale-specific archive (Base.SC2Assets vs. koKR.SC2Assets)
    • Have the same path within that archive as the asset they're supposed to override

    (Base.SC2Assets\Assets\Textures\x.dds vs. koKR.SC2Assets\Assets\Textures\x.dds)

    Posted in: UI Development
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    posted a message on get player in position x of leaderboard?

    You can create a custom leaderboard with this functionality but as far as I know, the default one does not do this.

    Posted in: Triggers
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    posted a message on Business Prop for any Mappers out there

    If you really want to improve your life mate you can, but I do not believe anything that I could say would possibly make a difference, because I did not listen when I was younger, and had to learn the hard way. It has taken me many years to get where I am now, and it was very difficult to achieve. With that being said,

    I have had a really hard life, but the way in which I chose to deal with things that happened to me defined me as the good person I am today. It was not the events as such that created me, but instead, the way in which I chose to react to them.

    I honestly hope you find your way mate.

    Posted in: General Chat
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    posted a message on Business Prop for any Mappers out there

    ....

    Posted in: General Chat
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