Congratulations to the winners, I never really stood a chance :)
I'll try to find time to try out all the maps and vote fairly. When does the voting period end?
Chris, I'm assuming you're trying to compare the name of a player to a constant, like your own name. Maybe to implement admin commands or whatever.
The problem is that the Name of Player returns a text variable, which can't be compared. Text can be different between clients since text uses localization. That's why you can't compare text variables.
If you want to implement admin commands or such, find out your handle instead and compare "Handle Of Player" with your handle.
Interesting. I have this exact problem and it's the reason I stopped working on one of my maps that I am thinking of reviving. I have spent a lot of time trying to get this to work, but I have reached the same conclusion as Elmaex so far.
Hey, that's very cool. I didn't know that. Thanks for the link.
Exporting models and textures is rather simple when you know how to do it. You just have to open the data editor, open the models tab, pick a random model (doesn't have to be the one you want) and open the Model: Models field.
You want to get to the huge list where you can pick a model. In this list, you can scroll to the model you want and right-click and press export.
For the textures you do the same thing, but you have to open the image list. So do the same thing but open the button tab instead of the models tab.
I'm not sure which format the textures are in, but the models are in .m3, which might be a problem for you if you cant open .m3.
I dont see what this has to do with textures? If you're going to print them out using a 3d printer, I hope you realize that you wont get the texture out as well.
The color of your printed model will vary depending on the color of the plastic you're using.
Also, can't you just open the editor and export the models and textures you want?
Even though I agree with you on that more open source maps could possibly improve the mapmaking community, you have to realize that this is not really something that changed from WC3 to SC2.
In Warcraft 3, there were 3rd party applications that could lock your map, making it unopenable in the editor. As I recall it, many of the popular maps used this.
Now sure, you could still extract the map script, but that is possible in SC2 as well IIRC.
Personally, I have nothing against people learning from my maps (although some of my triggers and systems are horrible), but I don't want people to publish different versions of my map, since it feels like people steal potential players from my map to theirs.
I'm probably not going to upload Cruiser Command as open source, however some of my other maps might become open source when they get more finished.
Unfortunately, that's not true. It's a process that takes a matter of seconds.
I'm not sure if talking about how it works is against SC2Mapster policy, but I'd at least like to reply to this so some mapmakers dont think that just because you use the bank signature, you're fine. If a "hacker" wants to change the banks stats and he's just slightly more determined than a normal player who tried to open the bank in notepad and change stuff, he can find the information on how to do it easily.
I would argue that recursion has its place and is not always useless compared to normal iteration.
In some cases, an iteration solution will be very complicated and messy compared to a recursive solution. In that case, you might want to do it recursively if the memory usage wont cause a problem. This makes the code easier to understand and maintain.
I don't get the point of this. I haven't played a lot of Diablo, so I might be missing it. Doesn't it have to be completely disconnected from any normal diablo play? (To prevent creating OP items and whatnot) It would be like a kind of "Arcade" for Diablo.
In that case, what would be the difference between the SC2 editor and the Diablo editor? Different engines? The difference in engines feels negligible. Different graphics and a couple of mechanical differences that can most likely be replicated in the SC2 editor.
In SC2 it was easier because they had no modern game with an editor and they used the editor for making the campaigns and such(as far as I know). Releasing a similar editor for Diablo when they don't have a good basis to start with seems like a great waste of time. Why waste time and effort on making a similar editor? I feel like the time should rather be used to improve the SC2 editor.
Edit: After some consideration, I realize that custom Diablo content is something that many would consider worthwhile. I wasn't thinking of custom diablo content but rather custom arcade maps on the Diablo engine. I'd still rather have them improve the SC2 editor though but it's a matter of preference.
Is there a specific reason you have a player group for each player? You can use the function "Convert Player To Player Group" to use a single player instead.
I would also suggest that you add a debug message in "Button press zergling" trigger before the if-then-else where you print out the triggering player(You can use convert Integer to text and set the integer to triggering player). You should also add debug messages inside the "then" parts of the if-then-else so you know if it actually gets in there.
Your problem could be that it hides one dialog but that you accidentally created several dialogs. If you know that it gets inside the "then" part, you know the hiding isn't working(wrong dialog reference, only hiding one of multiple dialogs or some other similar reason)