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    posted a message on Need help with a Boolean Array

    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)

    Posted in: Triggers
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    posted a message on Gesture based casting system (v2.0)

    @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

    Posted in: Project Workplace
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    posted a message on Gesture based casting system (v2.0)

    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;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;amp;hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    Posted in: Project Workplace
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    posted a message on Blizzcon 2010 Discussion

    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

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #12: Under da Sea

    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

    Posted in: Terrain
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    posted a message on Solving for a quadratic

    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.

    Posted in: Miscellaneous Development
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    posted a message on CRC - The Sorcerer's Defense

    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!

    Posted in: Map Review
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    posted a message on Cutting down the for-loops

    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?

    Posted in: Triggers
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    posted a message on Raynor, Kerrigan and more - Facebook Status Updates

    Aahahahahahahahahahahaha!

    Nicely done! :D

    Posted in: General Chat
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    posted a message on Realistic scale

    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.

    Posted in: Data
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    posted a message on Giving vision when supply is 0

    @wOlfLisK: Go

    Touché wOlf, yes, using conditions is a much more efficient way of running it ;)

    Posted in: Triggers
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    posted a message on Giving vision when supply is 0

    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.

    Posted in: Triggers
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    posted a message on Giving vision when supply is 0

    Here, try this (and yes, you will need to list each player in the events list):

    Reveal map trigger
        Events
            Player - Player 1 Supplies Made changes
            Player - Player 2 Supplies Made changes 
            Player - Player 3 Supplies Made changes 
            Player - Player 4 Supplies Made changes 
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player (Triggering player) Supplies Made) == 0
                Then
                    Visibility - Reveal (Entire map) for player (Triggering player) for 0.0 seconds and Do Not check cliff level
                Else
    


    Note: the 0.0 duration will mean that the map is permanently revealed.

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #11: Favouritism

    @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 >.<

    Posted in: Terrain
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    posted a message on Inventory that stays open

    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 :)

    Posted in: Triggers
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