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    posted a message on Introducing: Eternal Exile - Perimeter

    @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.

    Posted in: Project Workplace
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    posted a message on Getting Started with bank saves

    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 :)

    Posted in: Triggers
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    posted a message on Introducing: Eternal Exile - Perimeter

    @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.

    Posted in: Project Workplace
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    posted a message on Getting Started with bank saves

    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.

    Posted in: Triggers
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    posted a message on Can't say "Player (Any Player)"?!

    @Vexal: Go

    xD

    That aside, how did you manage to solve this one? Just out of curiosity.

    Posted in: Triggers
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    posted a message on Remove background objects from skyboxes

    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).

    Posted in: Miscellaneous Development
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    posted a message on Introducing: Eternal Exile - Perimeter

    @scmapcritic: Go

    My battle.net account and ID is Miles.152.

    Ignore the screenshot on this page. That's just my signature.

    Posted in: Project Workplace
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    posted a message on hyper triggers

    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.

    Posted in: Triggers
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    posted a message on Introducing: Malum Ruina

    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

    Posted in: Project Workplace
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    posted a message on Learn abilities points using trigger

    Have you tried the action, "Change Level for Unit Ability?"

    Posted in: Triggers
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    posted a message on Random spawning point - Boolean Array
    Quote from Claymuffin: Go

    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:

    #First create a new integer variable in the "Unit Spawn timer and random engine" trigger 
    #called "Counter"
    #Second, create another integer variable called "Random"
    #Now create a Set Variable action after and outside of your For Each Integer loop 
    #and set Counter to 0:
    
    General - For each integer Pick Spawn Point from 1 to 20 with increment 1, do (Actions)
    
                Actions
    
                    Variable - Set Spawn Active[Pick Spawn Point] = false
    
             Variable - Set Counter = 0
    
    #Then put this While loop immediately after:
    While
    
       Conditions
    
            Counter <= 3
    
       Actions
            
            Set Random = Random integer between 1 and 20
    
            If
                  Spawn Active[Random] = false
    
            Then
    
                  Set Spawn Active[Random] = true
    
                  Set Counter = Counter + 1
    
            Else
    
    #Once finished, your trigger should look like this:
    
    Events
    
            Timer - Spawn Interval expires
    
        Local Variables
    
            Pick Spawn Point = 0 <Integer>
            Counter = 0 <Integer>
            Random = 0 <Integer>
    
        Conditions
    
        Actions
    
            General - For each integer Pick Spawn Point from 1 to 20 with increment 1, do (Actions)
    
                Actions
    
                    Variable - Set Spawn Active[Pick Spawn Point] = false
    
             Variable - Set Counter = 0
    
           While
    
              Conditions
    
                   Counter <= 3
    
              Actions
            
                   Set Random = Random integer between 1 and 20
    
                   If
                         Spawn Active[Random] = false
    
                   Then
    
                         Set Spawn Active[Random] = true
    
                         Set Counter = Counter + 1
    
                   Else
    
             Trigger - Run Unit Spawn  (Ignore Conditions, Don't Wait until it finishes)
    
             Timer - Start Spawn Interval as a One Shot timer that will expire in 15.0 Game Time seconds
    
    Quote from Claymuffin: Go

    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.

    Quote from Claymuffin: Go

    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.

    Posted in: Triggers
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    posted a message on Map makers of Starcraft 2

    Vexal. Your post brought me happiness. I thank you.

    Posted in: Team Recruitment
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    posted a message on Random spawning point - Boolean Array

    You're close, but you missed something in your Unit Spawn trigger.

    This:

    Unit - Create 1 MEAT - Fleshling (Blood) for player 15 at (Blood Fountain 1 facing 270.0 degrees) facing (Random angle) degrees (No Options)
    

    Should be this:

    Unit - Create 1 MEAT - Fleshling (Blood) for player 15 at (SpawnZone[Select] facing 270.0 degrees) facing (Random angle) degrees (No Options)
    

    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:

    Events
    
            Timer - Spawn Interval expires
    
        Local Variables
    
            Pick Spawn Point = 0 <Integer>
    
        Conditions
    
        Actions
    
            General - For each integer Pick Spawn Point from 1 to 20 with increment 1, do (Actions)
    
                Actions
    
                    Variable - Set Spawn Active[Pick Spawn Point] = false
    
             Variable - Set Spawn Active[(Random integer between 1 and 20)] = true
    
             Variable - Set Spawn Active[(Random integer between 1 and 20)] = true
    
             Variable - Set Spawn Active[(Random integer between 1 and 20)] = true
    
             Variable - Set Spawn Active[(Random integer between 1 and 20)] = true
    
             Trigger - Run Unit Spawn  (Ignore Conditions, Don't Wait until it finishes)
    
             Timer - Start Spawn Interval as a One Shot timer that will expire in 15.0 Game Time seconds
    

    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.

    Posted in: Triggers
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    posted a message on Introducing: Eternal Exile - Perimeter

    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.

    Posted in: Project Workplace
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    posted a message on multiplayer banks

    @aczchef: Go

    Sorry, I don't understand what you're saying.

    Posted in: Triggers
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