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    posted a message on Directional Sight Blockers (or Height Dependant)

    @Siaon: Go

    Footprints and other LoS blockers will always block the sight immediately behind them, at 180 degrees from the point the unit is positioned. And blockers only work in two dimensions (X, Y); or in fact, Z is infinitely large.

    I'm thinking you will need to play with Revealers, e.g.:

    • Unit enters high ground area: "Create Revealer" for downhill area
    • Unit leaves high ground area: "Destroy Revealer" for downhill area
    Posted in: Terrain
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    posted a message on Diablo like (ARPG)

    @patrickwobben: Go

    If you want to apply the Diablo-feel, remember that the visuals in the game must be very dark, bone chilling, and you must not be able to see what lurks around the next corner.

    Personally, I'm not impressed with the screenshots you provided. They're very light, the terrain seems very unfinished as if you just wanted to get the terrain done in a hurry, and turtles....? I know your game isn't Diablo directly, but turtles...?

    I'm sorry to drop a bomb on you, but I rather want to be straight with you and hopefully it will improve your map.

    I strongly advise you use the "Cliff" tool less and instead use the "Height" tool. When used properly, and correct textures are applied to make a destinction between levels, these terrains look much more believeable.

    The Zeratul mission in Wings of Liberty has - in my eyes - many of the building blocks a Diablo-like game would need. Cold darkness, mist, cracks, unforeseeable obstacles, etc.

    I wish you good luck with your map. You're welcome to PM me if you have questions or need second oppinions. :)

    Posted in: Map Feedback
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    posted a message on Ability that removes a behavior from single target - how to?

    Sounds like you need to set target filters. "Self Allowed" for instance.

    If this or other suggestions in this thread doesn't fix your problem, please provide more information about your ability. :)

    Posted in: Data
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    posted a message on requirement Player Name

    @DeProgrammer: Go

    Agreed.

    • Q. (Tordecybombo) - Any chance of allowing us to convert texts to strings? If not, any chance of allowing us to get some sort of player information? Such as the player's name or the player's character code as a string?
    • A. It's intentional that there is no text to string function or text comparison, in order to localize the game without requiring that every user have every language installed. Player Name returns a text value since computer controlled player names can be localized.

    http:eu.battle.net/sc2/en/forum/topic/566309672#15

    Naturally, I can't find the full explanation of the "Text to String" inability, but there are more reasons than the ones I mentioned plus the above explanation. :)

    Posted in: Triggers
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    posted a message on Game speed

    @flyingspatula: Go

    The speed of a map depends entirely on the type and mechanics of the map.

    As long as you only use Game Time for timers, everything will work out just fine through all game speed settings.

    Posted in: Triggers
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    posted a message on requirement Player Name

    @playlessNamer: Go

    • String to Text is possible
    • Text to String is impossible

    'Player Name' is of the type "Text".

    The reason you can't convert a player name to a string is that you may, as a map author, create an advantage for yourself or others while playing a map (a cheat). However, worse than creating cheats is that it would be possible to create an automated Ban System, giving the map author the power to exclude certain players from the map. If players act inappropriately they should be reported using the ingame mechanic and Blizzard employees will handle the issue, according to the EULA.

    Posted in: Triggers
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    posted a message on Show Inventory Panel

    @Nebuli2: Go

    The thing is, it does exist:

            UI - Hide Inventory Panel for (All players)
    

    Found under "Show/hide UI Frame".

    Posted in: Triggers
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    posted a message on How do I get rid of this?

    @Eiviyn: Go

    Use a custom Game UI file to move the square outside the screen or replace the button frame texture with the "blank.dds" texture (default transparent texture in the editor).

    Or this: http:forums.sc2mapster.com/resources/tutorials/20323-sc2layout-files-override-method-aiurchef-method/#w-4-what-frame-do-i-adjust-to-move-the-background-for

    Posted in: Triggers
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    posted a message on I want remove cloaking when cloaking unit attack, cast....

    @northwind16: Go

    Instead of removing a reapplying the Stealth Behavior just keep it on the unit at all times. Then create another Behavior ("Unstealthed"), which is applied to the unit for a duration, when the unit attacks or is attacked. Make the Unstealthed Behavior suppress the Stealth Behavior so that this won't work for the duration the unit is unstealthed. I can't remember the exact name for the "suppress other behaviors" field, but it's definitely there.

    Posted in: Data
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    posted a message on Setting Catalog Values - An error

    @BasharTeg: Go

    I seem to remember that experience is counted as Integers? I don't know this for sure (can't check the editor ATM), but it might be worth checking out.

    The code seems to be fine (except if the Catalog Field takens integers only). Have you tried setting the value without the loop and just for Player 1 (Map Testing User)?

    Posted in: Triggers
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    posted a message on Problem with Event "A unit dies"

    @cstorm15: Go

    The "And" in the trigger condition is pointless. Just move the two comparisons to the root of the condition, as both will need to be valid for the trigger to proceed. "And" is only really needed if used in conjunction with "Or", where "Or" is the parent to "And".

    Try throwing in a "Skip remaining actions" after the 2nd line in your actions, where the new SCV is created. If the SCV doesn't spawn then, something else is wrong. In this case you may have disabled the trigger, perhaps initiallly?

    Posted in: Triggers
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    posted a message on Parasite Ability

    @shardfenix: Go

    Just out of curiosity, how did you get to that answer? That's not what he asked :P

    @yopeasants: Go

    What do you mean by "getting infested"? Player loses control of unit? Other player controls unit while the parasite is on it?

    Posted in: Data
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    posted a message on CatalogFieldValueGet() vs variables

    @FuzzYD: Go

    Use Data Tables for storing things like tooltips and base effect/ability values, such as the base damage of an effect. You can of course use variables, but by using Data Tables you won't have 600 global variables/constants.

    If you need to change the damage of an ability (effect), merely load the basic damage from the corresponding Data Table into a local variable, add your additional damage values to the local variable, and lastly apply the value in the local variable to the effect using the Catalog.

    Posted in: Triggers
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    posted a message on [Hero] Learn spells in sequence? (like wc3)

    @TheTrigger: Go

    Have a look at this, mate: http:www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/complete-hero

    He emulates the WC3 hero ability behavior.

    Posted in: Data
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    posted a message on Is there a way to optimize the Triggers?

    @bookerTier: Go

    The player array is pointless. The "player" is actually a player's index number, not the name or some other type of identifier. In the above code you posted this is what is going on in the array:

    Player[1] = 1
    Player[2] = 2
    Player[3] = 3
    Player[4] = 4
    Player[5] = 5
    

    I hope you see the problem.

    Try replacing the "PlayerArray" array with just numbers for starters.

    Posted in: Triggers
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