I want to know if they plan to add a filter for the custom games list where you can see only maps with currently active lobbies (at least 1 lobby with people in it) and perhaps show number of players in lobby in the list.
Yes indeed! Take screenshots of terrain, edit them (I cropped them and resized to a 200x200 image and added some effects/text etc in Photoshop), then save as 32 bit TGA with alpha. Import into map and create an Image dialog item with the imported image on it. Add a button on top of the image and set its transparency to 100%. The button won't be visible but still repond to being clicked, so it will be like clicking the image. Works well.
We have a huge (256x256) map, and even with all the arenas currently in the map there's a lot of space left. We've used the space quite effectively and the arenas themselves don't need to be very big.
Just look at the minimap, clearly space is not an issue.
"ALWAYS create local variables = parameters of the same name, do not use parameters in coding. Why? So you can copy and paste code obviously." and then "Copying and pasting code is bad."
Consistency is also good practice for any coder...
Besides, I've always thought that copy/pasting code from other places and modifying it is a good way to learn. Sure it won't be optimal, but if it's a matter of doing something poorly or not doing it at all, I know what I'd choose. And once you've learnt enough you can edit the bad code. Opening the campaign maps can be a good idea when you want to do "that thing in that mission". It was very helpful for me to figure out how to make abilities with charges and pickups.
As for Records, I don't find them worth the effort. Player[15].deaths instead of player_deaths[15]? Big deal. Sort your variables into folders if you have a lot of them and use a naming scheme and allows you to skip to a certain letter to find your variables.
Yeah, I've been doing just that, and it crashes my game about half the time on map test. I don't think overriding the template is a good idea. Still, I haven't found another way to do it. The way things are going it looks like I'll have to leave the icons at default size...
I want to make a beam that shows up between a unit that casts a search effect using a behavior with a periodic effect, and all allies that are hit by the search and recieve a different behavior. So if unit 1 has behavior 1, and unit 2 has behavior 2 and got it from unit 1, there is a beam from unit 1 to unit 2.
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@TheSnottyMidget: Go
Save as TGA with 32 bit option. Import. Use. No .dds conversion is needed.
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I want to know if they plan to add a filter for the custom games list where you can see only maps with currently active lobbies (at least 1 lobby with people in it) and perhaps show number of players in lobby in the list.
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Yes indeed, another UI screenshot! Added 3 more arena icons.
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Yes indeed! Take screenshots of terrain, edit them (I cropped them and resized to a 200x200 image and added some effects/text etc in Photoshop), then save as 32 bit TGA with alpha. Import into map and create an Image dialog item with the imported image on it. Add a button on top of the image and set its transparency to 100%. The button won't be visible but still repond to being clicked, so it will be like clicking the image. Works well.
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Another update on UI and gameplay: I added a mode choice to the arena creation.
The modes are:
You choose mode with the slider at the bottom.
Edit: I have renamed Hardball to Onslaught (that name was only temporary anyway).
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True, but Dresnia has been making good use of a limited texture set. After all, those arenas are all in one map already, so it's working so far.
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We have a huge (256x256) map, and even with all the arenas currently in the map there's a lot of space left. We've used the space quite effectively and the arenas themselves don't need to be very big.
Just look at the minimap, clearly space is not an issue.
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I've been working on the UI a bit and finished (more or less) the Zealot class. Behold!
0.952660550458716
"ALWAYS create local variables = parameters of the same name, do not use parameters in coding. Why? So you can copy and paste code obviously." and then "Copying and pasting code is bad."
Consistency is also good practice for any coder...
Besides, I've always thought that copy/pasting code from other places and modifying it is a good way to learn. Sure it won't be optimal, but if it's a matter of doing something poorly or not doing it at all, I know what I'd choose. And once you've learnt enough you can edit the bad code. Opening the campaign maps can be a good idea when you want to do "that thing in that mission". It was very helpful for me to figure out how to make abilities with charges and pickups.
As for Records, I don't find them worth the effort. Player[15].deaths instead of player_deaths[15]? Big deal. Sort your variables into folders if you have a lot of them and use a naming scheme and allows you to skip to a certain letter to find your variables.
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Nonsense, I will do no such thing. You seem rather impatient, though, I wonder what you will do...
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Yeah, I've been doing just that, and it crashes my game about half the time on map test. I don't think overriding the template is a good idea. Still, I haven't found another way to do it. The way things are going it looks like I'll have to leave the icons at default size...
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I want to do the same thing, so any guide to this would be very helpful for me as well.
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Some more UI stuff... Still haven't got all images and haven't set up the variables for the arena... But should give you an idea of it.
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I don't know if this would solve your issue, but why use 2 triggers? You can accomplish the same thing with 1 trigger.
Event: Mouse clicked
Condition: boolean=false
Actions:
set boolean = true
do stuff
wait 5 seconds
set boolean = false
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At Caster seems to work.
Now for another problem:
I want to make a beam that shows up between a unit that casts a search effect using a behavior with a periodic effect, and all allies that are hit by the search and recieve a different behavior. So if unit 1 has behavior 1, and unit 2 has behavior 2 and got it from unit 1, there is a beam from unit 1 to unit 2.