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    posted a message on Custom Unit Tags

    Hey,

    So while creating a rather complex counter circle between large varieties of units, we ran into a problem where we have to create an elaborate web of tags and tag bonuses to get the bonuses where we want, and adding/removing units from the circle creates huge issues with maintainability.

    Is there any sort of way that we could create custom tags (i.e. instead of Armored, Mechanical have say Roach, Marauder) for example, or any sort of other data-driven solution for this? I know it's possible with triggers, but that would cause way too much lag in a large-scale battle where hundreds of hits are being dealt in a short period of time.

    Thanks!

    Posted in: Data
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    posted a message on Move Control Groups + Ability Targeting

    Hey,

    I need help moving and centering the control groups here: http://puu.sh/loudG/3daae23436.jpg as well as the ability targeting screen http://puu.sh/lougV/aeed11c3b4.jpg . It's been a few months since I last worked in layouts so I sort of forget the gist.

    Posted in: UI Development
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    posted a message on Multiple CommandCardPanel setups

    Hey everyone,

    So currently I have a custom UI set up through the SC2Layout files.

    The command card is 2x5 and so we will move all the buttons from each unit to the top 2x5 of the panel, and the bottom will be empty. But I also want to have a button to switch back to default blizz UI if someone prefers that, and so my problem is that the buttons in the command card will be stuck in the top 2 rows and the bottom one will be empty.

    The only thing I could think of to fix this is to switch around the way that the command buttons are hooked up to each other in the custom UI, but I feel like that would create an ungodly mess.

    Any ideas?

    Posted in: UI Development
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    posted a message on Toggle Layouts On/Off

    Is it possible to have a trigger-based toggle that enables/disables SC2Layout overrides? I currently have a custom frame around different portions of the UI, so I'd like for players to be able to choose whether to use custom or default UI.

    Posted in: UI Development
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    posted a message on Adding a custom frame around minimap

    I'm trying to add a custom frame around the minimap.

    Currently, I have a working SC2Layout that gives me this:

    MinimapDefaultframe

    And the SC2Layout file looks something like this, if it helps:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>    
      <Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer" file="GameUI">
        <Frame type="Image" name="MinimapPanelBorder">
          <Anchor side="Left" relative="$parent/MinimapPanel" pos="Min" offset="15"/>
          <Anchor side="Right" relative="$parent/MinimapPanel" pos="Max" offset="-55"/>
          <Anchor side="Top" relative="$parent/MinimapPanel" pos="Min" offset="10"/>
          <Anchor side="Bottom" relative="$parent/MinimapPanel" pos="Max" offset="10"/>
          <Texture val="@@UI/RevealPanelBorder"/>
          <TextureType val="Border"/>
          <RenderPriority val="500"/>
        </Frame>
      </Frame>
    </Desc>
    

    I am trying to create a custom frame with this frame:

    .

    And I have this trigger:

        Events
            Timer - Elapsed time is 0.5 Game Time seconds
        Local Variables
            Minimap = No Dialog Item <Dialog Item>
            MinimapContainer = No Dialog <Dialog>
            MinimapFrame = No Dialog Item <Dialog Item>
        Conditions
        Actions
            Dialog - Create a Modal dialog of size (300, 300) at (150, 150) relative to Bottom Left of screen
            Variable - Set MinimapContainer = (Last created dialog)
            Dialog - Hooks up an existing Panel in the standard UI called "UIContainer/ConsoleUIContainer/MinimapPanel/Minimap"
            Variable - Set Minimap = (Last created dialog item)
            Dialog - Move Minimap to (0, 0) relative to Center of dialog for (All players)
            Dialog - Set Minimap size to (300, 300) for (All players)
            Dialog - Create an image for dialog MinimapContainer with the dimensions (200, 200) anchored to Top Left with an offset of (0, 0) setting the tooltip to "" using the image Assets\Textures\ui_battlenet_challenge_frame_achievement.dds as a Horizontal Border type with tiled set to False tint color White and blend mode Normal
            Variable - Set MinimapFrame = (Last created dialog item)
            Dialog - Move MinimapFrame to (0, 0) relative to Center of Minimap for (All players) (from Center)
    

    There's probably a lot wrong with this trigger. I'm not exactly sure how the "Hook up" action works.

    So, either through SC2Layout (maybe in the

          <Texture val="@@UI/RevealPanelBorder"/>
          <TextureType val="Border"/>
    

    line) or through triggers, how would I get this to work?

    Posted in: UI Development
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    posted a message on Global Leaderboard Theory/Comments

    (copied and pasted)

    Hey y'all, I just wanted to discuss the process of making an (almost true) global leaderboard for an SC2 Arcade Map.

    I'm not looking to do this for myself, I was just doing some thinking about another game I play (Marine Arena). I noticed that Entropy TD somehow has a very accurate Global Leaderboard, so I resolve to figure out how theirs works, or at least how they managed to get such an accurate one.

    So, all the players in a game join together. They play together - and the score of each player is saved to each player's bank (so they all have, say 8 identical values in their bank).

    Then one guy joins another game. There's another 8 players. At the start of the game, the 1 guy's banks sync with everyone else' banks so they all have 8 values. The game ends - so all the values are saved again. Now there are 15 values in that person one's. Games continue like this. It's sort of like a viral infection - the game takes, copies, and updates everyone's data in a shared pool for the most accurate data for the players in that game, and that replicates every time they join a game.

    But now you say hey - that's a metric fuckton of values to save in a tiny bank file. What do? Well, let's say you want a top 10 global leaderboard. You only have to save the highest 10 scores in each bank - replacing them as a record is broken or someone makes it to the top 10. Then you compare those 10 values with all of the other players', and create a finalized top 10 global leaderboard for the players in that game. Works with all other values as well.

    The more games that are played of that game, the more accurate that leaderboard is.

    The one way to fool this leaderboard is to join a game alone, play, beat the highest score, then never touch that game ever again.

    So anyways, for all of the editor geniuses out there - is this accurate/doable/efficient? Or is there a better workaround for an accurate global leaderboard?

    /

    I'm not a genius at the editor - but the global leaderboard thing got me thinking, so I came up with this theory. I ask you people: is it possible? is it worthwhile? is there a better way to do it? etc...

    It's more of a thought experiment than a request for help.

    Posted in: General Chat
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    posted a message on Gamespeed and Lag/Framerate

    Just a update on what needs to be updated while using the timescale trick.

    • Animation speeds
    • Air Turning speeds
    • Acceleration/Decelerations
    Posted in: Miscellaneous Development
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    posted a message on Gamespeed and Lag/Framerate

    Sorry for double post.

    So converting faster game speed to normal, would mean that I have to increase speed by a factor of 1.4? (or decrease, depending on the situation)

    And with that, converting faster to slower, I would increase to 1.75?

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Gamespeed and Lag/Framerate

    Check my reply on mChat, Josin.

    Posted in: Miscellaneous Development
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    posted a message on [Terrain] Echoes of Paradise

    Hello!

    I'm currently working on a terrain for Cortex Roleplay, named Echoes of Paradise.

    It's set in a desert oasis type scenario, going from more rocky and bland on the left to lush and green on the right half.

    These screenies are on the older side - I have the current map file attached.

    Currently, I'm a bit stuck on progress. I wouldn't mind if anyone helped me with tips/suggestions.

    Thanks!

    Posted in: Terrain
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    posted a message on Unable to Launch Game + Foliage not appearing.

    @ Snyder I fixed problem number 1. https://www.cortexrp.com/forums/viewtopic.php?f=25&t=2728 Problem number two, however, persists, and I have had to add foliage manually... which is batsh*t insane and annoying.

    BTW, the cortex engine is not "too complex to open".

    Posted in: Terrain
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    posted a message on Unable to Launch Game + Foliage not appearing.

    Bump.

    Posted in: Terrain
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    posted a message on Mysterious Frame-rate drop

    Hmm. I experienced these same problems with an earlier map of mine, but I copy+pasted the terrain to a new map and the lag disappeared.

    Off topic: It's nice to see that a stroll around SC2Mapster brings around so many familiar faces.

    - Mythic

    Posted in: Terrain
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    posted a message on Unable to Launch Game + Foliage not appearing.

    Hey!

    So I'm terraining for a Cortex Roleplay map, and I've recently experienced 2 problems.

    1. I cannot launch the game in a test window. I know that this isn't a problem with implementation of the Cortex Engine, because everything worked fine until about a week ago. I was messing around with the "hide terrain cells" while trying to make a bridge when I first noticed this problem.

    2. When I attempt to generate foliage, the message log tells me that "x items of foliage generated", but none show up.

    Posted in: Terrain
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    posted a message on Basic UI Help

    @Helral: Go

    I know that this seems dumb, but I just need to know what I need to do to create a dialog button that triggers some event when it is pressed. My current setup isn't working.

    Posted in: UI Development
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