• 0

    posted a message on Rumble, a 1v1 melee map

    @christopherwright: Go

    Not a professional melee map maker or a professional map maker in general but I have one question. Has it been tested thoroughly? I'm just a silver player, and I think the map looks decent, however it appears somewhat small. Similar to most of the Blizzard created maps for SC2. Not much room for macro play. Pushes players to attack fast, considering the short run distance. How long does it take for a worker to get to the ramp of the opponent?

    Posted in: Map Feedback
  • 0

    posted a message on Gathering your Editor feedback & suggestions

    @Sixen: Go

    Why can't we display an image to just one player? :)

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on You know you're working with the editor too much when...
    Quote from Abion47: Go

    When you go to the bathroom thinking about the editor, return from the bathroom thinking about the editor, then realize that you never actually went to the bathroom. Just sat on the seat...thinking about the editor.

    Personal experience.

    Often times I have left the map editor in order to use the restroom, then whilst using the restroom I realize the fault in my coding, return and fix it. Ah yes, the glory of toilet wisdom.

    Posted in: Off-Topic
  • 0

    posted a message on TPS Traceline (Shooting) Help Needed

    Hooookay. After many frustrating hours of work, I just cannot get the "Traceline" triggers to work as presented by Shadowstorm (http://forums.sc2mapster.com/resources/trigger-libraries/7277-third-person-shooter-tps-engine-download-if-you-need/). What currently works is this: When I left click the animation is shown for the attacking unit and the sound is played. No damage is dealt to units. Also, I have already set the unit heights for all of the units as Shadowstorm did.

    Here are my triggers:

    Traceline
        Options: Action
        Return Type: (None)
        Parameters
            Player = 0 <Integer>
        Grammar Text: Traceline(Player)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            WeaponRange = 100 <Integer>
            CamYaw = (Current camera yaw of player Player) <Real>
            CamPitch = (Current camera pitch of player Player) <Real>
            CamHeight = ((Ground height at (Position of PlayerUnit[Player])) + CamHeight) <Real>
            TraceDistance = 0.0 <Real>
            TraceHeight = 0.0 <Real>
            TracePoint = No Point <Point>
            TraceRegion = No Region <Region>
            TraceWorldHeight = 0.0 <Real>
            TargetClosestUnit = No Unit <Unit>
            TargetUnitWorldHeight = 0.0 <Real>
        Actions
            General - For each real TraceDistance from 0.0 to (Real(WeaponRange)) with increment 0.1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            CamPitch < 90.0
                        Then
                            Variable - Set TraceHeight = ((Tan(CamPitch)) * (TraceDistance * -1.0))
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    CamPitch > 270.0
                                Then
                                    Variable - Set TraceHeight = ((Tan((360.0 - CamPitch))) * TraceDistance)
                                Else
            Variable - Set TracePoint = ((Position of PlayerUnit[Player]) offset by TraceDistance towards CamYaw degrees)
            Variable - Set TraceRegion = (Region(TracePoint, 0.3))
            Variable - Set TraceWorldHeight = (Ground height at TracePoint)
            Variable - Set TargetClosestUnit = (Closest unit to TracePoint in (Any units in TraceRegion owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount))
            Variable - Set TargetUnitWorldHeight = (Ground height at (Position of TargetClosestUnit))
            Variable - Set TargetUnit[Player] = No Unit
            Variable - Set TargetPoint[Player] = No Point
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            TargetClosestUnit != No Unit
                            (Abs((CamHeight + (TraceHeight - TargetUnitWorldHeight)))) >= 0.0
                            (Abs((CamHeight + (TraceHeight - TargetUnitWorldHeight)))) <= (Custom value 0 of TargetClosestUnit)
                Then
                    Variable - Set TargetUnit[Player] = TargetClosestUnit
                    General - Skip remaining actions
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Abs((CamHeight + TraceHeight))) <= (Ground height at TracePoint)
                        Then
                            Variable - Set TargetPoint[Player] = TracePoint
                            General - Skip remaining actions
                        Else
    

    And then the shooting trigger (no ammo/cooldown added):

    Shoot
        Events
            UI - Player Any Player clicks Left mouse button Down.
        Local Variables
        Conditions
            And
                Conditions
                    (PlayerUnit[(Triggering player)] is alive) == true
                    AttackOnCooldown[(Triggering player)] == false
                    W[(Triggering player)] == false
                    A[(Triggering player)] == false
                    S[(Triggering player)] == false
                    D[(Triggering player)] == false
        Actions
            Unit - Make PlayerUnit[(Triggering player)] face (Current camera yaw of player (Triggering player)) over 0.0 seconds
            Variable - Set AttackOnCooldown[(Triggering player)] = true
            Animation - Play Attack animation for (Actor for PlayerUnit[(Triggering player)]) as Default, using No Options options and Default Time blend time
            Traceline((Triggering player))
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    TargetUnit[(Triggering player)] != No Unit
                Then
                    Environment - Execute Ghost - C-10 Canister Rifle (Damage) on TargetUnit[(Triggering player)] from PlayerUnit[(Triggering player)]
                    Unit - Order TargetUnit[(Triggering player)] to ( Attack targeting PlayerUnit[(Triggering player)]) (Replace Existing Orders)
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            TargetPoint[(Triggering player)] != No Point
                        Then
                            Environment - Execute Ghost - C-10 Canister Rifle (Damage) at TargetPoint[(Triggering player)] from PlayerUnit[(Triggering player)]
                        Else
                            Sound - Play Ghost_AttackLaunch for (All players) (at 100.0% volume, skip the first 0.0 seconds)
                    Variable - Set AttackOnCooldown[(Triggering player)] = false
    

    And a list of variables if needed:

            CamHeight = 1.1 <Real>
            TargetUnit = No Unit <Unit[3]>
            TargetPoint = No Point <Point[3]>
            AttackOnCooldown = false <Boolean[3]>
    

    Let me know if you believe I missed something in the coding or if you know of a better way of TPS targeting/attacking. Thanks for any suggestions, all help is greatly appreciated!

    Posted in: Triggers
  • 0

    posted a message on Lava Dodge! - [Official Thread]

    This is a "Lava Dodge" review by Bionic. To remove bias I feel I must state the following: I have been a tester for this map since day one. However, Anethor is a good friend of mine and I will not hold back in this review to be fair to those willing to play, to Anethor, and to his hours of work.

    Below I will rank each category 1 (Poor) to 10 (Perfect) and then explain my reasoning.

    1. What is Lava Dodge? Overall Rank: 7.3, has the potential to be a great game and keep players playing.

    • The idea of the game is really simple and easy to grasp. You move your Marine around as the lava appears. Get it? Lava Dodge. If you step foot in the lava you die and you have to wait until the next round. There are also colored powerups the players may grab which either slow or increase speed. The powerups randomly spawn during the game which keeps it interesting. Each player votes at the start of the game to determine how many points are required to win. The first person to x points wins. You gain points by being the last to survive. Stay alive the longest and you win, pretty simple. If you win, there's a nice little cinematic in your glory. Overall, the game is a very simple mini-game which can be rather entertaining.

    2. How fun is it? Rank: 7

    • Lava Dodge is seriously fun, especially for a mini-game. However, the game feels rather repetitive which is the reason I gave it a 7 instead of anything higher. If it weren't for the speed buffs and debuff the rank would be lower.

    3. How's the gameplay? Rank: 8

    • You move around as fast as you can and try and stay away from the random lava. As the game progresses the lava starts to spawn faster which makes the game challenging. Also, as I mentioned, the lava is random which keeps the game new and refreshing. However, it makes lag, like in every game a small issue.

    4. Is it polished? Rank: 6

    • The game is decently polished, especially from what I saw during early testing in beta. However, there are small bugs such as: not properally awarding players who win, giving too much time to make rounds a tie and so on. Small errors like that, which gives this area a smaller rank.

    5. Is it original? Rank: 9

    • For Starcraft 2, yes. However, this mini-game is basically a small and random bound, and bounds have been around for several years now.

    6. Would you play it again? Rank: 7

    • The game is rather repetitive and some rounds seem to take forever. However, the game, with enough players is very fast paced and gives the player an adrehnele rush, making the game decently replayable.

    7. Where could it be improved? Rank: 7, needs some improvement.

    • Add more powerups, possibly add player specific abilities, polish the point system.
    Posted in: Project Workplace
  • 0

    posted a message on How do you speed up death animations?

    I'm making a bound and I need the death animation to speed up. With a screen full of clutter, bounding is impossible. So that's my question, how do I speed up the death animation of a unit?

    Posted in: Data
  • 0

    posted a message on Dialog Leaderboard - Updating Question

    @Bionic1: Go

    LB Setup
        Events
            Timer - Elapsed time is 0.0 Game Time seconds
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player (Picked player)) == Playing
                        Then
                            Variable - Modify NumberOfPlayingPlayers: + 1
                        Else
            Dialog - Create a Modal dialog of size (350, (125 + (NumberOfPlayingPlayers * 27))) at (0, 8) relative to Top Right of screen
            Variable - Set Leaderboard = (Last created dialog)
            Variable - Set RowOffset = 90
            Variable - Set Label_ProBar = (Last created dialog item)
            Dialog - Set Label_ProBar style to "International13" for (All players)
            ------- Headers
            Dialog - Create a label for dialog Leaderboard with the dimensions (175, 25) anchored to Top Left with an offset of (45, 70) with the text "Player Name" color set to White text writeout set to false with a writeout duration of 2.0
            Dialog - Create a label for dialog Leaderboard with the dimensions (75, 25) anchored to Top Right with an offset of (25, 70) with the text "Lifes" color set to White text writeout set to false with a writeout duration of 2.0
            ------- Players
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player (Picked player)) == Playing
                        Then
                            Dialog - Create an image for dialog Leaderboard with the dimensions (282, 37) anchored to Top Left with an offset of (35, (RowOffset - 9)) setting the tooltip to "" using the image Assets\Textures\ui_battlenet_loading_bar_player_frame_highlighted.dds as a Normal type with tiled set to false tint color (Color((Current player (Picked player) color))) and blend mode Normal
                            ------- Labels
                            Dialog - Create a label for dialog Leaderboard with the dimensions (125, 25) anchored to Top Left with an offset of (50, RowOffset) with the text (Name of player (Picked player)) color set to (Color((Default player (Picked player) color))) text writeout set to true with a writeout duration of 2.0
                            Variable - Set Label_Player[(Picked player)] = (Last created dialog item)
                            Dialog - Create a label for dialog Leaderboard with the dimensions (75, 25) anchored to Top Right with an offset of (17, RowOffset) with the text (Text(Lives[0])) color set to (Color((Default player (Picked player) color))) text writeout set to false with a writeout duration of 2.0
                            Variable - Set Label_Lives[(Picked player)] = (Last created dialog item)
                            Variable - Modify RowOffset: + 27
                        Else
            General - Wait 2.0 Game Time seconds
            Dialog - Show Leaderboard for (All players)
    
    Update PlayingPlayer
        Events
            Player - Player Any Player leaves the game with Any
        Local Variables
        Conditions
        Actions
            Dialog - Set Label_Player[(Triggering player)] text to "LEFT" for (All players)
    

    Setting it as a DialogItem variable did the trick! Finally! Hahha. Thanks for the help man.

    Posted in: Triggers
  • 0

    posted a message on Dialog Leaderboard - Updating Question

    @Bezerker18: Go

    Alright, I tried what you said without success. All I need to do is set a data table for the label and set it to something that can be specific, like a player name right? So I tried this.

            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player (Picked player)) == Playing
                        Then
                            Dialog - Create an image for dialog Leaderboard with the dimensions (282, 37) anchored to Top Left with an offset of (35, (RowOffset - 9)) setting the tooltip to "" using the image Assets\Textures\ui_battlenet_loading_bar_player_frame_highlighted.dds as a Normal type with tiled set to false tint color (Color((Current player (Picked player) color))) and blend mode Normal
                            ------- Labels
                            Dialog - Create a label for dialog Leaderboard with the dimensions (125, 25) anchored to Top Left with an offset of (50, RowOffset) with the text (Name of player (Picked player)) color set to (Color((Default player (Picked player) color))) text writeout set to true with a writeout duration of 2.0
                            Data Table - Save (Last created dialog item) as (("PlayerName" from the Global data table) + (String((Picked player)))) in the Global data table
                            Dialog - Create a label for dialog Leaderboard with the dimensions (75, 25) anchored to Top Right with an offset of (17, RowOffset) with the text (Text(Lives[0])) color set to (Color((Default player (Picked player) color))) text writeout set to false with a writeout duration of 2.0
                            Variable - Set Label_Lives[(Picked player)] = (Last created dialog item)
                            Variable - Modify RowOffset: + 27
                        Else
    
    Update Playing Player 2
        Events
            Player - Player Any Player leaves the game with Any
        Local Variables
        Conditions
        Actions
            Dialog - Set (("PlayerName" + (String((Picked player)))) from the Global data table) text to "LEFT" for (All players)
    

    This did nothing as the player left. :( What am I doing wrong? Is "PlayerName" suppose to be a variable?

    Posted in: Triggers
  • 0

    posted a message on "White Screen of Death"

    I repaired and reinstalled and the error happened again and with different people. Looks like the corrupted assests are in my map? Time to copy/paste everything to a fresh map. :(

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Dialog Leaderboard - Updating Question

    @wOlfLisK: Go I need that loop to set the height for the dialog box :p

    @Bezerker18: Go I'm going to work on this for a bit and let you know what results I get. I think I understand what you're saying but it's different from what I'm use to. Thanks for the help so far though man, seriously appreciated.

     Data Table - Save (Last created dialog item) as ("Player " + (String((Picked player)))) in the Global data table
    

    Question: Where did you get the string picked player section? Can't figure that out for anything.

    Posted in: Triggers
  • 0

    posted a message on Dialog Leaderboard - Updating Question

    @Bezerker18: Go

            Data Table - Save (Last created dialog item) as "PlayerName" in the Global data table
            Dialog - Set ("PlayerName" from the Global data table) text to "TEST" for (Player group((Picked player)))
    

    Like this? I'll try it and let you know quick.

    Update: I'm trying it with this trigger. Still isn't working though.

    Update Playing
        Events
            Player - Player Any Player leaves the game with Any
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player (Picked player)) == Left The Game
                        Then
                            Dialog - Set ("PlayerName" from the Global data table) text to "LEFT" for (Player group((Picked player)))
                        Else
    

    I'm using a computer player to test it. I kick the computer out when typing in "test." Nothing on the leaderboard changes.

    Posted in: Triggers
  • 0

    posted a message on Dialog Leaderboard - Updating Question

    @Bezerker18: Go

    Would this method require me to set a spot for each player in the dialog box? Rather then using the "Pick Each Player and then.." action? I tried what you said and it updates all of the players names.

    Posted in: Triggers
  • 0

    posted a message on Dialog Leaderboard - Updating Question

    I hope that this isn't covered in another post here or anywhere else, but I searched for a good hour and couldn't find the results I need. Currently in my map I have a simple dialog leaderboard which has a progression bar, listed player names, and their life count. I need a way to update the leaderboard for when a player leaves. I would like to set the player's lives to 0 and their name to "Left" or something similar.

    The code below shows the trigger which creates the leaderboard...

    LeaderBoard Setup
        Events
            Timer - Elapsed time is 0.0 Game Time seconds
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player (Picked player)) == Playing
                        Then
                            Variable - Modify NumberOfPlayingPlayers: + 1
                        Else
            Dialog - Create a Modal dialog of size (350, (125 + (NumberOfPlayingPlayers * 27))) at (0, 8) relative to Top Right of screen
            Variable - Set Leaderboard = (Last created dialog)
            Variable - Set RowOffset = 90
            Variable - Set Label_ProBar = (Last created dialog item)
            Dialog - Set Label_ProBar style to "International13" for (All players)
            ------- Headers
            Dialog - Create a label for dialog Leaderboard with the dimensions (175, 25) anchored to Top Left with an offset of (45, 70) with the text "Player Name" color set to White text writeout set to false with a writeout duration of 2.0
            Dialog - Create a label for dialog Leaderboard with the dimensions (75, 25) anchored to Top Right with an offset of (25, 70) with the text "Lifes" color set to White text writeout set to false with a writeout duration of 2.0
            ------- Players
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player (Picked player)) == Playing
                        Then
                            Dialog - Create an image for dialog Leaderboard with the dimensions (282, 37) anchored to Top Left with an offset of (35, (RowOffset - 9)) setting the tooltip to "" using the image Assets\Textures\ui_battlenet_loading_bar_player_frame_highlighted.dds as a Normal type with tiled set to false tint color (Color((Current player (Picked player) color))) and blend mode Normal
                            Dialog - Create a label for dialog Leaderboard with the dimensions (125, 25) anchored to Top Left with an offset of (50, RowOffset) with the text (Name of player (Picked player)) color set to (Color((Default player (Picked player) color))) text writeout set to true with a writeout duration of 2.0
                            ------- Label Points and Lives
                            Dialog - Create a label for dialog Leaderboard with the dimensions (75, 25) anchored to Top Right with an offset of (17, RowOffset) with the text (Text(Lives[0])) color set to (Color((Default player (Picked player) color))) text writeout set to false with a writeout duration of 2.0
                            Variable - Set Label_Lives[(Picked player)] = (Last created dialog item)
                            Variable - Modify RowOffset: + 27
                        Else
            General - Wait 2.0 Game Time seconds
            Dialog - Show Leaderboard for (All players)
    

    And this next trigger updates and changes the player's life when they die and creates a new unit for them...

    Update Lives
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Baneling
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Lives[(Owner of (Triggering unit))] >= 2
                Then
                    ------- Updates leaderboard, pans camera, creates Baneling and displays "has died."
                    Variable - Modify Lives[(Owner of (Triggering unit))]: - 1
                    Dialog - Set Label_Lives[(Owner of (Triggering unit))] text to (Text(Lives[(Owner of (Triggering unit))])) for (All players)
                    Camera - Pan the camera for player (Owner of (Triggering unit)) to Respawn over 0.75 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                    Unit - Create 1 Baneling for player (Owner of (Triggering unit)) at Respawn facing Respawn (No Options)
                    UI - Display ((Text (Name of player (Owner of (Triggering unit))) with color (Color((Current player (Triggering player) color)))) + " has died.") for (All players) to Chat area
                Else
                    ------- Updates leaderboard to 0 and displays "has no remaining lives."
                    Variable - Set Lives[(Owner of (Triggering unit))] = 0
                    Dialog - Set Label_Lives[(Owner of (Triggering unit))] text to (Text(Lives[(Owner of (Triggering unit))])) for (All players)
                    UI - Display ((Text (Name of player (Owner of (Triggering unit))) with color (Color((Current player (Owner of (Triggering unit)) color)))) + " has no remaining lives.") for (All players) to Chat area
    

    Those are the two triggers which are important. If you have the solution, I'd love to hear your suggestion! Thanks much!

    Posted in: Triggers
  • 0

    posted a message on Most weird bug ever

    @zeldarules28: Go

    I did this once on accident instead of turning the UI off, it ran the credits for me too.

    Posted in: Triggers
  • 0

    posted a message on "White Screen of Death"

    @molotovsoda: Go

    My friends graphics are just fine, trust me haha. He plays on high-ultra settings. I don't think that is the problem.

    @LordKalla: Go

    I'll try the repair tonight when I have time. I'll make sure to backup my game as well, just in case.

    @progammer: Go

    Corrupted assets? Should I reinstall or should my friend?

    Posted in: Galaxy Editor Bugs and Feedback
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