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    posted a message on [Tutorial] String to Text

    I am half done kueken, If you have opened the map you would see how it works and that it is possible.

    Edit: yes, grenegg, kueken cleared that up for me

    Posted in: Tutorials
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    posted a message on [Tutorial] String to Text

    oh haha..
    ok thanks kuken

    To everyone: I will update this with the reverse function once I get some sleep, It should be very easy.

    Posted in: Tutorials
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    posted a message on [Tutorial] String to Text

    Just came back to mapping, they didn't have it back then so I thought to make it.. Guess i just wasted time.
    I'll leave this on here for anyone who's interested though.

    Posted in: Tutorials
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    posted a message on [Tutorial] String to Text

    Hello fellow Sc2mapians.

    I created a S2T converter, so Blizzard might as well add in a S2T function.
    What this does: Allows you to convert String to Text, which has numerous useful functions.

    How it's done:
    Each letter has an integer value assigned to it with the exclusion of zeroes (they are number dividers).

    So if i type in "abc", the conversion will convert that to "102030"
    A bit more on the zeroes:
    If I type in zbz, the game will give me 26 (z) 2 (b) 26 (z).
    Now, you might think everything is fine.. But what happens when the searcher for a two finds the number "26". To the machine, it thinks it found a "2", but we don't need that. The zeroes prevent that.
    Note: There are no numbers which contain a zero value which are linked to the letters.

    But wait.. Another problem.
    If I convert "zzzzz", the number will fk up!
    That's because the number limits are −2,147,483,648 to 2,147,483,647 in sc2 and "zzzzz" generates "260260260260260", which causes it to flip over to the negative side, which f
    ks the whole thing up.

    So what this code does is essentially:
    Get input from player
    Dissect input to every 4 chars
    Send those four chars through S2I then I2T (S2T)
    Put together the chars

    I am sleepy as hell, so I'll finish here (after uploading map and a screenie).

    Hope you guys enjoy - and no need to give credit.

    http://img171.imageshack.us/img171/3425/screenieko.jpg

    I didn't implement the periods, thats why they don't show

    Posted in: Tutorials
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    posted a message on [Terrain Trix #3] Lighting Guide

    Updated Input Low/High only due to lack of time.
    Image and following fields for the Colorization Tab are expected to be finished tomorrow.

    Posted in: Tutorials
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    posted a message on [Terrain Trix #3] Lighting Guide

    I will be updating this ASAP.
    Expect a REAL update.

    Posted in: Tutorials
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    posted a message on Mafia: Lies and Murder

    Watch out death, "Whore" can get your account banned in SC2. Nice UI.

    Posted in: Map Feedback
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    posted a message on EagleAI Custom AI maps

    1. What 1v1 league are you currently occupying? (if you don't agree with your current league, tell me which league you should be in)
    Gold
    2. How many games did you play against the AI and on what difficulty? (remember the AI does NOT cheat on Insane)
    2 - Both medium
    3. Were you challenged by the AI?
    Yeah
    4. Do you consider this AI to be an improvement over the AI that comes with the game?
    Yes
    6. Would you consider the AI to play more like a human instead of a computer? (especially noticeable on lower difficulties)
    I think medium is pretty low, but it was fair all in all. It did try to grief me with reapers, but did not move the reapers back when i attacked them.
    7. Did you enjoy the match(es)?
    Yes, it was an improvement over the original ai

    Posted in: Map Feedback
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    posted a message on Time formatting

    Isn't this from the Campaign dependancy under general section?

    Posted in: Trigger Libraries & Scripts
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    posted a message on Array Updater

    This snippet updates an array.
    I.E:
    You have an integer "Integer" with an array of 5.
    Integer[0] = 0;
    Integer[1] = 1;
    Integer[2] = 2;
    Up to 5.

    Now, what if that variable was, say, a unit?
    Unit variable with 1 dimension of 2.
    Unit[0] = Zergling;
    Unit[1] = Zealot;
    Unit[2] = Marine;

    Now say Unit[0] is the top dog, the unit with the most kills or whatnot. Now, when this unit dies, Unit[1] becomes top dog, and so on.
    That is exactly what this snippet does.
    Unit[0] = Unit[1]
    Unit[1] = Unit[2]
    And so on..

    Also, the advantage of this to simply using Unit[0] = Unit[1] (Etc.) is that some maps have arrays of up to 500! Not only it would take a week to code, It would lag like crazy.

    MoveUp Array Test
        Events
            Timer - Elapsed time is 0.1 Game Time seconds
        Local Variables
        Conditions
        Actions
            Trigger - Add (Actions) to the action queue
                Actions
                    UI - Display (Text(Integer[0])) for (All players) to Subtitle area
                    Variable - Set VarMax = 5
                    ------- Set X to the array number that is now null -------
                    ------- Starts from array 0. If you want it to start from 1, set the "1" below this comment to a 2. -------
                    ------- To nullify the variable, go to "Variable - Set Integer[VarMax]" and then to presets, and finally to "No Unit", "None", or the respective null value for the variable.  -------
                    General - For each integer I from 1 to VarMax with increment 1, do (Actions)
                        Actions
                            Variable - Set Integer[(I - 1)] = Integer[I]
                            General - If (Conditions) then do multiple (Actions)
                                If Then Else
                                    General - Else if (Conditions) then do (Actions)
                                        Else If
                                            I == VarMax
                                        Then
                                            Variable - Set Integer[VarMax] =  None
                                            Variable - Set Unit = No Unit
                    UI - Display (Text(Integer[0])) for (All players) to Subtitle area
    

    This works as intended, i have a seperate trigger set up the Integer variables like so:
    Integer[0] = 0;
    Integer[1] = 1;
    Integer[2] = 2;
    Integer[3] = 3;
    Integer[4] = 4;
    Integer[5] = 5;

    The trigger first displays Zero (Before the array update), then it displays 1.
    The trigger also removes Integer[5], since it is essentially Integer[4] now.

    I don't think I need to upload an actual map for this, as it's snap coding, I can on request, however.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Evolution Terrain

    http://img96.imageshack.us/i/64826305.jpg

    I don't like it that much yet, but I'll add some rocks on the left, maybe a statue or two.
    So far this terrain is playable :).

    Tell me what you think.

    Posted in: Terrain
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    posted a message on Your Sanity - How is it?

    Sane.

    Posted in: Off-Topic
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    posted a message on [Dialogs] Really Great Looking Dialogs, Part 1
    Why not put all the variables in the record if you are already calling one? Keeps everything much cleaner, since you know which function you're referring to.
    Posted in: Tutorials
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    posted a message on Messages: Warning - Missing String

    Try making a new map with a different dependency. If that doesn't work, use soulcarverr's method.

    Posted in: Miscellaneous Development
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    posted a message on Making a Map

    Wasn't sure where to post this; off-topic isn't about sc2, general seems more like a "news" type of area, so i decided to pots this here:

    I need an idea for a map. I've thought of several good ones, but problems arise:
    Multiplayer TPS = LAG
    Risk-Styled - Overused
    Spawning stuff - Overused
    Arcade Games (Starjeweled, Lost Viking) - Boring to create and again, overused
    RPG - This was actually a very good idea when SC2 beta came out, but there's around 40 different RPG projects under construction, and 10 RPG's currently out.

    Better ideas but still with problems:
    Hero Arena - There's only enough color icons for around 30 abilities, and non-colored ones will be used for buffs and items.
    Single Player TPS - Another good idea, but there will still be a large delay due to Blizzard's cunning anti-hacker strategy (AKA no lan) (Plus Project Vector already beat me to the chase ;)).
    Cat and Mouse - This should be relatively easy to create, but i can't think of anything other then SC2's Island Defense.

    If anyone has any ideas for a map, or variations of the above, please post it. :D

    Posted in: Miscellaneous Development
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