Spellstorm is an Arena type map, which plays out in a medieval, magical setting.
"Two factions of medieval Wizards must battle each other, obliterating any opposing forces by conjuring powerful, destructive magic, and through the use of clever team tactics."
Spell Casting
Eight basic magic effects can be combined to form unique spells; more than 72 combinations exist from the basic spells alone. Some effects cancel each other out, and some effects may be combined into new effects, e.g. [Fire] + [Water] = [Steam]
Players may cast basic spells in four different ways, using [Left Mouse Button] and [Middle Mouse Button], with and without [Shift] held down. Each will result in a spell being cast in a new way.
In addition, a variety of Special Spells divided into [Utility spells], [Defensive spells] and [Offensive spells] can be purchased and used in battle. The Special Spells include Recall, Haste, Teleport, Dim Vision, Embrace of Knighthood, and many more.
Feedback
I would love some feedback on this map, which include ideas for improvements and bug reports.
[Unit] "UI: Fog Visibility" or [Actor] "Actor: Fog Visibility"?
The one at the unit is only for the UI, e.i. minimap. The actor one is the one you want to set. Also make sure that [Model] "Flags" has "Fog of War" on the list.
Create an Action with the parameter "Preset - On/Off Option". Then put all the dialogs you want to be shown/hidden at once in there. All you have to do now is call the Action (Void Function) with "On" or "Off" and the dialogs will be shown accordingly.
On another notice... 60 dialogs? o.O Are you making Windows 9 in SC2?
The script below will fetch an image (File - Image) from a path, given in a string parameter. This is useful when you want to use an image where you know it's path, e.g. you want to use the image (icon) of a Button from the Data Editor in a Dialog.
There are no fail-safes in the script, so use it with caution.
Implementing the script
Simply right-click the left-most side of the Trigger window and go to "New -> New Custom Script" (Ctrl+Alt+T). Copy the code from below, select the script you just created, and insert this into the right-most part of the Trigger window. The text will receive markup for you did this correctly.
Use the "Incapacitated" behavior from the "hero" mission in the WoL campaign. You have to add the Liberty Campaign dependency to be able to see it. Use that, play death animation on unit, and hide the unit until it should be revived. The behavior simply suppresses any kind of player control, and the unit appears dead, but in fact it is still alive and thus it keeps all items, stats, and even buffs, if you don't want the unit to lose all these.
That, my friend, can be a whole bucketload of different things causing those errors.
Please copy the Trigger as text and paste here (with a markup up). Alternatively, put a Debug Message, and right after that a Skip Remaining Actions in your triger and track down the errors line by line.
Logically, your setup is somewhat messy. All units in the game have a region attached. And so, [Unit 1 Owner] will add [Unit 2 Owner] to a Player Group, but at the same time [Unit 2 Owner] will add [Unit 1 Owner] to a unit group. Now the same two Players are in two different unit groups. Which unit group should be checked against?
Why use regions? You can use the Event: "Unit Enters/Leaves Range Of Unit".
You need Unit Groups, not Player Groups for the above purpose. You might need the Player Groups for something else, but not in the above case.
Hehe, yes. I went as far as naming them "Apple" and "Banana" to distinguish them. Didn't help.
But it works now. I redid the effects multiple times from scratch - didn't work. Restarted the Editor multiple times - didn't work. Created a new map - didn't work. Rebooted computer and tried again - suddenly it worked (Effects that didn't work pripr to reboot)! Guess my computer/the Editor had to burp or something to function properly again..
The map (previously known as "Wizard Arena") has improved a lot - in pretty much every way. Even the name has changed and is now "Spellstorm".
The map classification is "Arena". Two teams of five Wizards face each other.
You can see the improvements and get a general feel of the map in the screenshots I have provided below.
I am looking for a few Alpha Testers who are willing to play the map with me and basically try to break things in the map. I would much prefer if you'd be willing do use some sort of voice communication while playing - e.g. Skype.
I made a simple Effect (Set), and what I want is to fire one random effect - and just one - out of multiple effects. However, all effects fire regardless.
The Set Effect:
Now, in my head this Effect should do exactly what I just described. However, both the "Random Effect 1" and "Random Effect 2" fire when calling the primary "Floating Combat Text - Trigger Effect (Bogus)" Effect.
I can't wrap my brain around it. Anyone else who can spot what's going on - or wrong?
Sounds like you have Triggers that counter act each other and/or doesn't work properly. As always my advice is, when people have problems in any programming language, in any galaxy, in any parallel universe: Disable all code related to your problem and test one segment at a time using an output text message.
If disabling certain bits of your code crashes the map I recommend you read up on some OOP and perhaps MVC.
If you don't provide the specific code no one can help you solve your problem. You don't have to make your entire map available, just the bits of code that troubles you - exactly as it looks in your Trigger. You can right-click Triggers and copy it as text.
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Spellstorm is an Arena type map, which plays out in a medieval, magical setting.
Spell Casting
Eight basic magic effects can be combined to form unique spells; more than 72 combinations exist from the basic spells alone. Some effects cancel each other out, and some effects may be combined into new effects, e.g. [Fire] + [Water] = [Steam]
Players may cast basic spells in four different ways, using [Left Mouse Button] and [Middle Mouse Button], with and without [Shift] held down. Each will result in a spell being cast in a new way.
In addition, a variety of Special Spells divided into [Utility spells], [Defensive spells] and [Offensive spells] can be purchased and used in battle. The Special Spells include Recall, Haste, Teleport, Dim Vision, Embrace of Knighthood, and many more.
Feedback
I would love some feedback on this map, which include ideas for improvements and bug reports.
Thanks in advance! :)
0
@Zolden: Go
[Unit] "UI: Fog Visibility" or [Actor] "Actor: Fog Visibility"?
The one at the unit is only for the UI, e.i. minimap. The actor one is the one you want to set. Also make sure that [Model] "Flags" has "Fog of War" on the list.
0
@DrHu: Go
Hehe, good to hear. :)
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@Ranuglin: Go
Create an Action with the parameter "Preset - On/Off Option". Then put all the dialogs you want to be shown/hidden at once in there. All you have to do now is call the Action (Void Function) with "On" or "Off" and the dialogs will be shown accordingly.
On another notice... 60 dialogs? o.O Are you making Windows 9 in SC2?
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@Klishu: Go
I suppose that would be possible, indeed. :)
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@KratsAU: Go
Necro time!
Solved -> http:www.sc2mapster.com/forums/resources/trigger-libraries/26708-get-image-from-script/#p1
0
The script below will fetch an image (File - Image) from a path, given in a string parameter. This is useful when you want to use an image where you know it's path, e.g. you want to use the image (icon) of a Button from the Data Editor in a Dialog.
There are no fail-safes in the script, so use it with caution.
Implementing the script
Simply right-click the left-most side of the Trigger window and go to "New -> New Custom Script" (Ctrl+Alt+T). Copy the code from below, select the script you just created, and insert this into the right-most part of the Trigger window. The text will receive markup for you did this correctly.
That is one amazing line of code! ;)
Using the script
When you want to call the script, e.g. for setting the image of a Dialog Item, you must select the "Custom Script", like illustrated below:
IMPORTANT
You MUST use the double backslashes!
\\
Or we're all doomed! (Or maybe just your map).
Cheerio - Kafoso
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@Cybrok: Go
Use the "Incapacitated" behavior from the "hero" mission in the WoL campaign. You have to add the Liberty Campaign dependency to be able to see it. Use that, play death animation on unit, and hide the unit until it should be revived. The behavior simply suppresses any kind of player control, and the unit appears dead, but in fact it is still alive and thus it keeps all items, stats, and even buffs, if you don't want the unit to lose all these.
0
@DrHu: Go
That, my friend, can be a whole bucketload of different things causing those errors.
Please copy the Trigger as text and paste here (with a markup up). Alternatively, put a Debug Message, and right after that a Skip Remaining Actions in your triger and track down the errors line by line.
0
@Ryat20: Go
Logically, your setup is somewhat messy. All units in the game have a region attached. And so, [Unit 1 Owner] will add [Unit 2 Owner] to a Player Group, but at the same time [Unit 2 Owner] will add [Unit 1 Owner] to a unit group. Now the same two Players are in two different unit groups. Which unit group should be checked against?
Why use regions? You can use the Event: "Unit Enters/Leaves Range Of Unit".
You need Unit Groups, not Player Groups for the above purpose. You might need the Player Groups for something else, but not in the above case.
0
@DrSuperEvil: Go
Yes. And the reboot made it work even though I didn't change anything before and after the reboot.
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@DrSuperEvil: Go
Hehe, yes. I went as far as naming them "Apple" and "Banana" to distinguish them. Didn't help.
But it works now. I redid the effects multiple times from scratch - didn't work. Restarted the Editor multiple times - didn't work. Created a new map - didn't work. Rebooted computer and tried again - suddenly it worked (Effects that didn't work pripr to reboot)! Guess my computer/the Editor had to burp or something to function properly again..
0
Hello my fellow Editor geeks
A while ago I put up this post - http:www.sc2mapster.com/forums/general/team-recruitment/21222-looking-for-partners-for-medieval-wizard-arena-map/ - and I got busy.
The map (previously known as "Wizard Arena") has improved a lot - in pretty much every way. Even the name has changed and is now "Spellstorm".
The map classification is "Arena". Two teams of five Wizards face each other.
You can see the improvements and get a general feel of the map in the screenshots I have provided below.
I am looking for a few Alpha Testers who are willing to play the map with me and basically try to break things in the map. I would much prefer if you'd be willing do use some sort of voice communication while playing - e.g. Skype.
Throw me a PM if you're interested :)
- Kafoso
0
Hello
I made a simple Effect (Set), and what I want is to fire one random effect - and just one - out of multiple effects. However, all effects fire regardless.
The Set Effect:
Now, in my head this Effect should do exactly what I just described. However, both the "Random Effect 1" and "Random Effect 2" fire when calling the primary "Floating Combat Text - Trigger Effect (Bogus)" Effect.
I can't wrap my brain around it. Anyone else who can spot what's going on - or wrong?
Thanks in advance - Kafoso
0
@Pshyched: Go
Sounds like you have Triggers that counter act each other and/or doesn't work properly. As always my advice is, when people have problems in any programming language, in any galaxy, in any parallel universe: Disable all code related to your problem and test one segment at a time using an output text message.
If disabling certain bits of your code crashes the map I recommend you read up on some OOP and perhaps MVC.
If you don't provide the specific code no one can help you solve your problem. You don't have to make your entire map available, just the bits of code that troubles you - exactly as it looks in your Trigger. You can right-click Triggers and copy it as text.