I'm hesitant to try and change the pacing at this point since it is a fairly new strategy game. Once players are comfortable with the units and basic strategies there might be more rushing and other special tactics. That being said, there's nothing to stop me from tweaking things here and there to improve the variety of the gameplay.
I may work on having the alien mothership drop other things. The difficulty of the alien mothership changes depending on your rating, so as you level up it may become more of a challenge to destroy. Since the mod is so young there is still a lot of balancing to do, but I will iron these things out as it progresses forward.
As far as being too small, this is only temporary. I'm working on another map which is larger and will allow for up to 3v3 team battles. Once I fix a few glitches it should be ready to go - and the banks should transition seamlessly between the two maps.
Also get the STARCODE library so you can hash and encrypt your bank files. People will hack them otherwise. They might hack them anyway, but at least this will greatly reduce the number of people that are successful.
Is it possible to remove the various asteroids and derelict ship pieces from skyboxes such as Braxis Alpha or Ulnar? I'm talking about the things that sort of float in the foreground.
EDIT: D'oh! Just figured it out. You need to change the parallax model under Terrain Texture Sets to (none).
Back in the Starcraft 1 days you could make your triggers stack by adding a whole bunch of "wait 0 seconds" triggers so they pretty much fire simultaneously instead of one after the other - which was very slow. But you don't really need that any more. The closest thing you can get to that now is a While loop.
- Inventory slots 4 and 5 are now reserved for special items (EBK, CUR, rich minerals, etc.) and slot 6 is reserved for picking up expendables (grenades, medkits, etc.)
- New item: Psionic Scanner (Can be used to determine who the Psion is and what his current alignment level is)
- New weapon: Dragon FT-8
- Added new areas to the Command Center, Bar, and Garage
- An automated train now connects the CC, Bar, and Garage
- A player must now hover his cursor over a unit to see the owner's name
Strangely 3 spwn point are always grouped together and the 1 one is always alone. Also, it takes a couple of turn before more than just one or two spawn point are active.
It does that because of the way you are randomly selecting spawn points to enable. A good way to avoid this is to check if the selected Spawn Active variable is set to True first. To do that you need another local integer variable to act as a counter. So delete the four actions you used to randomly select spawn points and do this:
#Firstcreateanewintegervariableinthe"Unit Spawn timer and random engine"trigger#called"Counter"#Second,createanotherintegervariablecalled"Random"#NowcreateaSetVariableactionafterandoutsideofyourForEachIntegerloop#andsetCounterto0:General-ForeachintegerPickSpawnPointfrom1to20withincrement1,do(Actions)ActionsVariable-SetSpawnActive[PickSpawnPoint]=falseVariable-SetCounter=0#ThenputthisWhileloopimmediatelyafter:WhileConditionsCounter<=3ActionsSetRandom=Randomintegerbetween1and20IfSpawnActive[Random]=falseThenSetSpawnActive[Random]=trueSetCounter=Counter+1Else#Oncefinished,yourtriggershouldlooklikethis:EventsTimer-SpawnIntervalexpiresLocalVariablesPickSpawnPoint=0<Integer>Counter=0<Integer>Random=0<Integer>ConditionsActionsGeneral-ForeachintegerPickSpawnPointfrom1to20withincrement1,do(Actions)ActionsVariable-SetSpawnActive[PickSpawnPoint]=falseVariable-SetCounter=0WhileConditionsCounter<=3ActionsSetRandom=Randomintegerbetween1and20IfSpawnActive[Random]=falseThenSetSpawnActive[Random]=trueSetCounter=Counter+1ElseTrigger-RunUnitSpawn(IgnoreConditions,Don't Wait until it finishes)Timer-StartSpawnIntervalasaOneShottimerthatwillexpirein15.0GameTimeseconds
Not even sure I understand everything... How do you set the picm spawn point local variable as behing all the point integer from 1 to 20? Does it do it automatically if you leave it as a blank integer?
The For Each Integer loop does that. It takes every index from 1 to 20 and repeats the same action for each. That's why you need to select a variable for the loop to use.
Also, General - For each integer Select from 1 to 20 with increment 1, do (Actions)
How does the editor know what select integer is? We havn't set the variable anywhere....
Oh, but you have! You set it when you added the variable to the trigger. Then when the loop uses the variable, it sets the integer to 1, executes the actions in the loop, then goes back and sets the integer to 2 and repeats, over and over again until it reaches 20.
I hope that helps. Let me know if you still have problems.
Also, you need to pick EVERY SpawnActive variable in the array and set it to false before randomly choosing 4 of them to make true. To do this, set up another For Each Integer loop using the Pick Spawn Point variable you made. Your code for the "Unit Spawn timer and random engine" should then look like this:
EventsTimer-SpawnIntervalexpiresLocalVariablesPickSpawnPoint=0<Integer>ConditionsActionsGeneral-ForeachintegerPickSpawnPointfrom1to20withincrement1,do(Actions)ActionsVariable-SetSpawnActive[PickSpawnPoint]=falseVariable-SetSpawnActive[(Randomintegerbetween1and20)]=trueVariable-SetSpawnActive[(Randomintegerbetween1and20)]=trueVariable-SetSpawnActive[(Randomintegerbetween1and20)]=trueVariable-SetSpawnActive[(Randomintegerbetween1and20)]=trueTrigger-RunUnitSpawn(IgnoreConditions,Don't Wait until it finishes)Timer-StartSpawnIntervalasaOneShottimerthatwillexpirein15.0GameTimeseconds
Notice how I moved the other actions outside of the For Each Integer loop? These actions don't rely on the Pick Spawn Point variable you made, so putting them in the loop will cause undesirable effects and clutter up your game with unnecessary code.
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@scmapcritic: Go
No problem! I love getting feedback, critical or not. The more critical, the more it helps me improve the project in the future.
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There is a great example map that comes with STARCODE that should be enough to get you started.
Here's a link to the thread: STARCODE
Be sure to thank s3rius for making a great library for us to use :)
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@scmapcritic: Go
Thanks for your feedback.
I'm hesitant to try and change the pacing at this point since it is a fairly new strategy game. Once players are comfortable with the units and basic strategies there might be more rushing and other special tactics. That being said, there's nothing to stop me from tweaking things here and there to improve the variety of the gameplay.
I may work on having the alien mothership drop other things. The difficulty of the alien mothership changes depending on your rating, so as you level up it may become more of a challenge to destroy. Since the mod is so young there is still a lot of balancing to do, but I will iron these things out as it progresses forward.
As far as being too small, this is only temporary. I'm working on another map which is larger and will allow for up to 3v3 team battles. Once I fix a few glitches it should be ready to go - and the banks should transition seamlessly between the two maps.
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Also get the STARCODE library so you can hash and encrypt your bank files. People will hack them otherwise. They might hack them anyway, but at least this will greatly reduce the number of people that are successful.
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@Vexal: Go
That aside, how did you manage to solve this one? Just out of curiosity.
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Is it possible to remove the various asteroids and derelict ship pieces from skyboxes such as Braxis Alpha or Ulnar? I'm talking about the things that sort of float in the foreground.
EDIT: D'oh! Just figured it out. You need to change the parallax model under Terrain Texture Sets to (none).
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@scmapcritic: Go
My battle.net account and ID is Miles.152.
Ignore the screenshot on this page. That's just my signature.
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Back in the Starcraft 1 days you could make your triggers stack by adding a whole bunch of "wait 0 seconds" triggers so they pretty much fire simultaneously instead of one after the other - which was very slow. But you don't really need that any more. The closest thing you can get to that now is a While loop.
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Version 1.75
- Inventory slots 4 and 5 are now reserved for special items (EBK, CUR, rich minerals, etc.) and slot 6 is reserved for picking up expendables (grenades, medkits, etc.)
- New item: Psionic Scanner (Can be used to determine who the Psion is and what his current alignment level is)
- New weapon: Dragon FT-8
- Added new areas to the Command Center, Bar, and Garage
- An automated train now connects the CC, Bar, and Garage
- A player must now hover his cursor over a unit to see the owner's name
- Fixed various glitches caused by patch 1.3
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Have you tried the action, "Change Level for Unit Ability?"
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It does that because of the way you are randomly selecting spawn points to enable. A good way to avoid this is to check if the selected Spawn Active variable is set to True first. To do that you need another local integer variable to act as a counter. So delete the four actions you used to randomly select spawn points and do this:
The For Each Integer loop does that. It takes every index from 1 to 20 and repeats the same action for each. That's why you need to select a variable for the loop to use.
Oh, but you have! You set it when you added the variable to the trigger. Then when the loop uses the variable, it sets the integer to 1, executes the actions in the loop, then goes back and sets the integer to 2 and repeats, over and over again until it reaches 20.
I hope that helps. Let me know if you still have problems.
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Vexal. Your post brought me happiness. I thank you.
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You're close, but you missed something in your Unit Spawn trigger.
This:
Should be this:
Also, you need to pick EVERY SpawnActive variable in the array and set it to false before randomly choosing 4 of them to make true. To do this, set up another For Each Integer loop using the Pick Spawn Point variable you made. Your code for the "Unit Spawn timer and random engine" should then look like this:
Notice how I moved the other actions outside of the For Each Integer loop? These actions don't rely on the Pick Spawn Point variable you made, so putting them in the loop will cause undesirable effects and clutter up your game with unnecessary code.
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This map can be played as either 1v1 or a 3 player free-for-all, so you should be able to organize a game with your friends rather easily.
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@aczchef: Go
Sorry, I don't understand what you're saying.