I think there will be an option to turn this off in the 1.5 patch.
I had the same problem, but I was able to solve it easily because all allied players were supposed to have the same amount of resources all the time(to represent a shared resource pool).
If your allied players can have different amounts of resources, I think your best bet is a periodic loop that save the resources of players. Then when a player leaves, you take the last saved resource amount for that player and subtract (that amount / allied players still in game(I think computer players count))
On-topic, I'll restate my original question: Wouldn't messing with the signature make the verification check fail? So it could be that someone tried to mess with their stats.
In other words, did you or someone you trust notice this bug or was it someone else?
I feel like we're screwed, bank-wise. Even if we lock our maps and obfuscate our code, they can get the source and figure out all the smart things we've done with it. If we encrypt the banks with a key, they can find the key in the source.
I wish we were able to store banks on Blizzard's servers. You could store the key there and retrieve it when you needed to encrypt something. The hacker wouldn't be able to see the key in the source and they wouldn't be able to get it since only your published maps can retrieve your banks on blizzard's servers.
Wouldn't messing with the signature make the verification check fail? So it could be that someone tried to mess with their stats.
Also, @Hookah, I just wanted to point out that contrary to what the thread says, signature'd maps can be hacked. There's a program floating around d3scene which allows you to easily resign a map after you modify it.
1. You need an US account to publish with or someone who trusts you and grants you access to his account.
2. Edit/Add a registry path to [HKEY_CURRENT_USER\Software\Blizzard Entertainment\StarCraft II Editor\Preferences]:
"BattleNetHost" = "eu.logon.battle.net" for EU,
"us.logon.battle.net" for NA, etc...
You can write simple registry files that changes these keys accordingly. You might want to change "BattleNetCharacterProfile" and "BattleNetAccount", too.
Wait, does that work? I've been using two clients all this time.
Hmm, with the new improved trigger debug window, I think I can understand why it's disabled in multiplayer. Doesn't it allow you to add breakpoints and such? It feels like it could do a lot of potentially bad things.
Sure, they could just disable those features, but I think they might've been too lazy and just decided to disable it entirely in multiplayer.
I seriously hope they didn't remove this feature. I see no reason for doing that.
Just to check, you're running in windowed mode when you do it, right? The debug window can't be opened when you're in fullscreen(I'm not sure about windowed(fullscreen))
Judging from what I'm hearing here, it seems like there's a lot of persons going around playing maps and just rating them whatever(1 in this case) with no explanation, just to try and get into the beta?
In that case, the fact that I haven't published my map yet might be a good thing.
As zeldarules28 said, making a unit from scratch can be a bad idea if you're new. While I agree with this to some extent, my opinion is that you shouldn't make a unit from scratch for the purpose of getting the unit. Creating a unit from scratch as an experiment to learn how things are connected is very useful though.
If you still want to try creating one from scratch, you could try out this tutorial that I wrote. It's long, but it's got positive feedback and it should be relatively up to date. I update parts every time someone tells me there's something outdated.
One reason that you might not find some of the buttons described in a tutorial is because the tutorial might've forgot to tell you what options to use. Mine does, so it shouldn't be a problem.
Oh damn. The miner health was a debug thing. I'll upload a new version.
The new terrain is coming with the next patch. I'll see how the lightning looks.
I'm don't know if I want a respawn feature. I am going to implement a rematch feature though.
For the green resource, I might change it entirely to some income based thing. I could also make something else happen at around the same time so you get a choice.
What do you think about the hacking? Too hard? Too easy? Too boring? Too complex?
Here's a preview of the upcoming hacking feature. It's going to be released along with boarding and the new terrain as well as an in-game single player tutorial mode. It'll hopefully be released around the same time as the SC2 1.5 patch.
Make an upgrade. Go into the Upgrade: Effects field and add a new effect of the unit type. Find the cost field and change the operation to add. Set the value to 50.
You now have an upgrade that increases the price of the barracks by 50. Make sure the maximum level is as high as you want the price to go. To make it automatically get the upgrade, have a trigger that adds one level to the upgrade when a barrack is constructed.
0
It depends. Usually, some minerals are closer than others and pro players micro their workers to use the closest ones. Here's some math for you: http://www.teamliquid.net/forum/viewmessage.php?topic_id=140055
0
I think there will be an option to turn this off in the 1.5 patch.
I had the same problem, but I was able to solve it easily because all allied players were supposed to have the same amount of resources all the time(to represent a shared resource pool).
If your allied players can have different amounts of resources, I think your best bet is a periodic loop that save the resources of players. Then when a player leaves, you take the last saved resource amount for that player and subtract (that amount / allied players still in game(I think computer players count))
0
I'm sorry.
On-topic, I'll restate my original question: Wouldn't messing with the signature make the verification check fail? So it could be that someone tried to mess with their stats.
In other words, did you or someone you trust notice this bug or was it someone else?
0
http://us.battle.net/sc2/en/forum/topic/3530213500?page=3#44
Not to say Blizzard haven't let us down before, but at least it's been considered.
0
I feel like we're screwed, bank-wise. Even if we lock our maps and obfuscate our code, they can get the source and figure out all the smart things we've done with it. If we encrypt the banks with a key, they can find the key in the source.
I wish we were able to store banks on Blizzard's servers. You could store the key there and retrieve it when you needed to encrypt something. The hacker wouldn't be able to see the key in the source and they wouldn't be able to get it since only your published maps can retrieve your banks on blizzard's servers.
0
Wouldn't messing with the signature make the verification check fail? So it could be that someone tried to mess with their stats.
Also, @Hookah, I just wanted to point out that contrary to what the thread says, signature'd maps can be hacked. There's a program floating around d3scene which allows you to easily resign a map after you modify it.
0
Don't forget that all the text in your map will turn into "Param/value/4238fash" if you don't localize it first.
Wait, does that work? I've been using two clients all this time.
0
Hmm, with the new improved trigger debug window, I think I can understand why it's disabled in multiplayer. Doesn't it allow you to add breakpoints and such? It feels like it could do a lot of potentially bad things.
Sure, they could just disable those features, but I think they might've been too lazy and just decided to disable it entirely in multiplayer.
0
I seriously hope they didn't remove this feature. I see no reason for doing that.
Just to check, you're running in windowed mode when you do it, right? The debug window can't be opened when you're in fullscreen(I'm not sure about windowed(fullscreen))
0
Judging from what I'm hearing here, it seems like there's a lot of persons going around playing maps and just rating them whatever(1 in this case) with no explanation, just to try and get into the beta?
In that case, the fact that I haven't published my map yet might be a good thing.
0
As zeldarules28 said, making a unit from scratch can be a bad idea if you're new. While I agree with this to some extent, my opinion is that you shouldn't make a unit from scratch for the purpose of getting the unit. Creating a unit from scratch as an experiment to learn how things are connected is very useful though.
If you still want to try creating one from scratch, you could try out this tutorial that I wrote. It's long, but it's got positive feedback and it should be relatively up to date. I update parts every time someone tells me there's something outdated.
One reason that you might not find some of the buttons described in a tutorial is because the tutorial might've forgot to tell you what options to use. Mine does, so it shouldn't be a problem.
0
Oh damn. The miner health was a debug thing. I'll upload a new version.
The new terrain is coming with the next patch. I'll see how the lightning looks.
I'm don't know if I want a respawn feature. I am going to implement a rematch feature though.
For the green resource, I might change it entirely to some income based thing. I could also make something else happen at around the same time so you get a choice.
What do you think about the hacking? Too hard? Too easy? Too boring? Too complex?
0
Here's a preview of the upcoming hacking feature. It's going to be released along with boarding and the new terrain as well as an in-game single player tutorial mode. It'll hopefully be released around the same time as the SC2 1.5 patch.
Anyway, here's the video:
0
Does anyone know if they fixed the fps issue? I get 22 fps instead of 170 when I run my map on 1.5.
0
Make an upgrade. Go into the Upgrade: Effects field and add a new effect of the unit type. Find the cost field and change the operation to add. Set the value to 50.
You now have an upgrade that increases the price of the barracks by 50. Make sure the maximum level is as high as you want the price to go. To make it automatically get the upgrade, have a trigger that adds one level to the upgrade when a barrack is constructed.