There are probably quite a few ways you can solve this problem. For example, at map initialisation, you could add all players with the 'playing' status added to a group and have a variable 'PlayersReady' = 0. When a player confirms their class, have a custom action which does the following:
Modify PlayersReady + 1
If PlayersReady = Number of players in group 'PlayingPlayers'
Then run trigger 'StartCountDown' (or something similar)
@progammer: Go Thanks progammer, I heard the news. I'm actually pretty excited to see it implemented, It should vastly increase the accuracy of the system, as well as reduce (or hopefully eliminate) casting lag :D
The data editor stuff I found very interesting, I haven't done much work with it before. But the the immortal tracking the mouse and turning the fire was awesome, I've been trying to get that working for a while now! :D
The work on display thus far has been pretty good all round I reckon.
@Mogranlocky: Go Cbrag's got Rapture pretty well covered in my opinion ;) Very nice work there with the building lightning, makes the ambiance feel very Bioshocky!
replaywarrior's is another favourite of mine. It reminds of an old game called AquaNox :D
I did a test, a while ago now, to see if I could get projectile motion working in SC2 by imputing the equations by hand and that worked quite well. The mathematics tools that the editor has available to it is quite impressive from what I've seen.
Sweet review Dark. I have to say, doing reviews of the maps produced by the community is an awesome idea. I'd seen The Sorcerer's Defense on the custom game list prior to reading this review, but not being a fan of TD games, I skipped it. Then yesterday, after I read the review and had to try it, and I had a ball :D
So props to you Riley, an excellent game! And props to you to Dark for tell us all about it!
I've started using 'pick integer' over 'for' loops, and if I need to use nested loops for something, I use one of each. I'm curious, anyone happens to know how efficient the code is on that?
There's also texture size and detail level into account. If you were to scale a ship model up (say the Hercules) to a far greater size, it could well start looking very boxy, and textures will be stretched.
Whoops, my mistake! It should be "supplies made" rather than "supplies limit", I've adjusted my above post with the correction :) I've attached the map I used for testing to this post.
@Apexplosive: Go Yes, it will still trigger if there are units left under the control of the trigger player. If the OP wants no units on the map to be a condition as well, this will need to be included.
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There are probably quite a few ways you can solve this problem. For example, at map initialisation, you could add all players with the 'playing' status added to a group and have a variable 'PlayersReady' = 0. When a player confirms their class, have a custom action which does the following:
Modify PlayersReady + 1
If PlayersReady = Number of players in group 'PlayingPlayers'
Then run trigger 'StartCountDown' (or something similar)
0
@zeldarules28: Go Thanks :)
@progammer: Go Thanks progammer, I heard the news. I'm actually pretty excited to see it implemented, It should vastly increase the accuracy of the system, as well as reduce (or hopefully eliminate) casting lag :D
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v2.0 of the gesture based casting system is done! I've included a video of the new system in the original post, as well as here. Enjoy!
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/lQy8SJBo_lI?fs=1&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/lQy8SJBo_lI?fs=1&amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
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The data editor stuff I found very interesting, I haven't done much work with it before. But the the immortal tracking the mouse and turning the fire was awesome, I've been trying to get that working for a while now! :D
0
The work on display thus far has been pretty good all round I reckon.
@Mogranlocky: Go Cbrag's got Rapture pretty well covered in my opinion ;) Very nice work there with the building lightning, makes the ambiance feel very Bioshocky!
replaywarrior's is another favourite of mine. It reminds of an old game called AquaNox :D
0
I did a test, a while ago now, to see if I could get projectile motion working in SC2 by imputing the equations by hand and that worked quite well. The mathematics tools that the editor has available to it is quite impressive from what I've seen.
0
Sweet review Dark. I have to say, doing reviews of the maps produced by the community is an awesome idea. I'd seen The Sorcerer's Defense on the custom game list prior to reading this review, but not being a fan of TD games, I skipped it. Then yesterday, after I read the review and had to try it, and I had a ball :D
So props to you Riley, an excellent game! And props to you to Dark for tell us all about it!
0
I've started using 'pick integer' over 'for' loops, and if I need to use nested loops for something, I use one of each. I'm curious, anyone happens to know how efficient the code is on that?
0
Aahahahahahahahahahahaha!
Nicely done! :D
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There's also texture size and detail level into account. If you were to scale a ship model up (say the Hercules) to a far greater size, it could well start looking very boxy, and textures will be stretched.
0
@wOlfLisK: Go
Touché wOlf, yes, using conditions is a much more efficient way of running it ;)
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Whoops, my mistake! It should be "supplies made" rather than "supplies limit", I've adjusted my above post with the correction :) I've attached the map I used for testing to this post.
@Apexplosive: Go Yes, it will still trigger if there are units left under the control of the trigger player. If the OP wants no units on the map to be a condition as well, this will need to be included.
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Here, try this (and yes, you will need to list each player in the events list):
Note: the 0.0 duration will mean that the map is permanently revealed.
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@Inferno002:
Love it! Very interesting visual style, kinda reminds me of those old detective novels :)
I need to work on my terraining, so I can jazz up a small project I've been working on >.<
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It's created using custom dialog boxes, have a look at the "dialog" section of the trigger editor. There's a tutorial here, which maybe of interest to you: http://forums.sc2mapster.com/resources/tutorials/1216-trigger-make-a-dialog-for-race-class-selection/
Hope that helps :)