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    posted a message on [Library] Dialog based Inventory

    I'm using a heavily modified version of this for my map. Unfortunately I think I messed around with it too much to fit my own purposes so it's no longer easy to use for other purposes.

    If you have some time, I feel this is a good thing to build upon for it to suit your needs.

    Posted in: Trigger Libraries & Scripts
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    posted a message on What Would You Do? (No. 1)

    Wake up?? 3:15AM??

    I don't wake up until I've had at least 8 hours of sleep.

    Assuming I did wake up, I would turn on the lights, close the door and go to sleep (while trying to fend off thoughts of imaginary monsters). If I woke up again or if the door opened again, I'd take the closest thing I could find that resembles a bat (Seriously, that's a problem with my room that greatly discomforts me. I have nothing that can be used as a decent weapon. The best thing would be guitar and that seems pretty inefficient) and go out of the room scouting for monsters.

    Posted in: Off-Topic
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    posted a message on [Trigger][GUI] Keeping your code clean and organised. (Beginner Difficulty)
    Quote from DarlD: Go

    @zandose: Go

    Okay I'm losing patience here. I'm covering all this in the second part of the tutorial. I understand everything you are saying and I felt the same way too before. Give me time to finish the second part properly and give me to cover all of this information in detail. Everything you just talked about. everything. I cover in great detail. I know how to keep a HUGE project clean simple, organised and most importantly optimized. I will show all of this in my tutorial....

    I'll be honest, I feel attacked. I try to share knowledge and I only get negative criticism.

    For the record, nothing I wrote was meant as an attack or negative criticism. I think you did a good job with the tutorial and I understand it'll be more thorough when the next part is written. I just wanted to give another way to organize things, as well as share the tip with the top folder to make all the other folders start as closed.

    You're doing good work, keep it up.

    Posted in: Tutorials
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    posted a message on [Trigger][GUI] Keeping your code clean and organised. (Beginner Difficulty)

    Personally, I think putting all variables in one folder, all triggers in one, all functions in one etc is a bad idea. It might work out for a small project but as the project grows you'll suddenly have to look through a sea of variables to find the one you want.

    I like to think that my trigger editor is decently well organized right now. I'm creating the map with a friend so it really helps to have it all organized.

    First of all, I organize everything into a folder. Nothing should really be left outside. I usually keep variables for a specific part in a sub-folder named variables since I don't have to mess with them too much. For bigger dialog systems I also have a separate sub-folder for constants. In the end, it's a matter of preference, I guess.

    Here's a tip I found out a while ago that is pretty useful: When your project gets bigger, you'll find it hard to keep track of things in your different folders just because all top-layer folders open up when you open the editor. So if you have 15 different folders for different parts of the map, they'll all open when you start the trigger editor. This makes things cluttered since you probably didn't want to mess around with all of those.

    The solution is to place all your folders in a single folder at the top. If you do this, all folders will be closed when you start the editor(except the folder that contains all the other folders).

    Posted in: Tutorials
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    posted a message on Saving beam reference to tint it later on

    I experimented around with using the "At" term in the action actor but without success. I tried At Caster, At target and with no "At" at all. It's always created in the Scope[MineastroidPersistent, Effect]

    I didn't know you could use beams without the action actor. The only reason I'm using the action actor is because I though it was necessary for the beams to work.

    I need multi unit instanceability, so global references are no good, I'm afraid.

    Posted in: Data
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    posted a message on Saving beam reference to tint it later on

    I'd say I have a decent understanding of actors already. I followed ProzaicMuze's beam tutorial but except that, I'm mostly self-taught. However, these are some concepts that I haven't messed around with before. I learned about actor scopes just a couple of days ago.

    When you mentioned the Target - field, I actually started looking for it, but I missed it. I now understand what you're saying and I think I would be able to implement your methods. There's just one problem. All these methods assume the beam is in the same scope as the unit. This is not the case.

    I did a live dump of all actors using actor cheats and the mining beam is in the persistent effect's scope. It looks something like this:

    USER 1510 94.375 94.416 [ 14f a] Scope[MineastroidPersistent, Effect] B[P 48.40 161.12 3.75 R.F 0.76 -0.65 -0.00] USER 1510 94.375 94.416 [ 6fd 8] CActorBeamSimple[MiningBeam] Launch[48.40 161.12 3.75] Impact[51.78 158.20 3.85] HostLaunch[0x00000004 0.4 Medivac] Launch SiteOps[MiningBeamLocalOffset2] HostImpact[0x0121000A 289.10 GenericAttackImpactSite] Model[MinerBeam] m3[MothershipPhotonBeam] Radii[Contact 0.03 Vis 0.00] Scale[User 0.05]

    Now, if I understand you correctly, since the target field is used to communicate with other actors in the same scope, I can't use your methods unless I somehow add the beam to the unit's scope.

    Posted in: Data
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    posted a message on Saving beam reference to tint it later on

    @Kueken531: Go

    I'm afraid I'm not experienced enough with actors to figure out how to do it with that information alone. If you could elaborate (preferably on all methods so I can learn all of them), I would be incredibly grateful.

    Posted in: Data
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    posted a message on Saving beam reference to tint it later on

    I have a unit with an ability that creates a beam between it and the target. Now, if the target receives a certain behavior while the beam is still active, I want to tint it.

    A data solution is preferred but I've tried triggers as well without success.

    I can't just have an actor event in the beam that triggers when behavior is on.

    Posted in: Data
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    posted a message on Taffer03, you got probably your biggest competition here

    Looks to me like you got some positive feedback and now you're looking to boast with it.

    Honestly, I don't like that and I don't see why it would interest anyone else except maybe Taffer03.

    Good luck with your map I guess :)

    Posted in: Off-Topic
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    posted a message on Onetwo's Youtube Analytics

    I have a really bad video showing off an AI script I made that uses force fields somewhat intelligently and uses it to beat 1000 lings with 16 sentries(on a flat map, no chokes).

    The quality is horrible but it seems like if it keeps getting a few views every now and then it'll pop-up on side bar on similar videos and suddenly you have a ton of views streaming in. I have ad revenue on that one and I've earned like $30 in like 2-3 months(it's at 75k views now)

    Posted in: General Chat
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    posted a message on The Paraplegic Realm (Uncomplete Atm)

    While I can't comment on the idea itself, I can comment on the layout. Only capitalize the first letter in the first word in a sentence(minor issue) but more importantly, use paragraphs.

    What you have there is what is commonly called a wall of text and is generally frowned upon(not to mention it makes it VERY hard to read.

    Posted in: Map Feedback
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    posted a message on (Solved) unit is created with random position?

    I don't know if you're trying to get the supply depots to spawn with a random facing or to get the other buildings to spawn with the same facing. The Turnable flag in the "Unit: Flags" field is the one you want to look for though.

    Posted in: Data
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    posted a message on Custom Minimap Team Colours

    I recently did this in my map. However, I only wanted 2 colors so it was easier for me.

    Basically, I color-coded them myself. I exported them out of the editor, opened them in gimp and used the color tool to color them into a nice red, saved, colored it into blue, saved as another file. Imported them into the editor again.

    I then made two upgrades, one that set the unit's minimap icon to the red icon and one that set the unit's minimap icon to the blue icon. I gave the first upgrade to player 1 and the second upgrade to player 2.

    Posted in: Data
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    posted a message on Suggestions for HotS Map System

    I would like to add that it would be nice if they allowed parties of player to join fun or not. If I remember correctly, that's not an option as of now.

    Posted in: General Chat
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    posted a message on Angry Pro Editors

    I have to agree with Khalanil1 and SoulFilcher. I can't remember seeing an "angry pro editor" at all. Ever. In fact, I'm kind of glad to see how nice people are and how some people just keep answering questions all the time.

    Personally, it feels like you're getting too upset over small pointless things and want to complain about it on the internet.

    One of the guys on your team didn't help you localize and you had to figure it out yourself? I had a friend who wouldn't tell me how to do it. He kept shrugging it off as if it was super simple. So I took 10 minutes to search around on sc2mapster and learned how to do it myself.

    One of your beta testers found a bug and gave you feedback on how easy it was to understand the game? Let's rage on him since he is obviously just playing stupid because he doesn't want to play the game despite his earlier interest.

    Now you can blame someone else since they refuse to hold your hand but it's not their responsibility to help you. Eventually you'll have to solve something by yourself without outside help.

    Posted in: General Chat
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