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    posted a message on Get the highest Value of (15) Intenger/Real

    @TerrorGurke: Go

    9.

    On a serious note though, it seems to be possible to sort variables - though I personally haven't learned how. This post contains some info on it, it's from a thread I made a week back.

    Posted in: Triggers
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    posted a message on [Request] Need help with SC2 to YouTube

    @BumpInTheNight: Go

    Well yeah, that would be nice. But Movie Maker doesn't let me choose resolution. There's just a bunch of predetermined choices in a list. From "high quality" 720x576 down to yesteryear 160x120. I just picked what seemed to give the best quality and that's what I got out of it. :(

    Posted in: Off-Topic
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    posted a message on [Request] Need help with SC2 to YouTube

    @BumpInTheNight: Go

    Thanks, I somehow got something decent out of Movie Maker (). It'll have to do for now. :p

    Posted in: Off-Topic
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    posted a message on [Request] Need help with SC2 to YouTube

    @redmarine: Go

    Yes, exactly. I'm not really going to edit the video either way. I'll just add some subtitles on YouTube and that should be enough for now. I just really need some tutorial / help / program or something of the like to get my video from my 3Gb Fraps file up onto YouTube with good enough quality to make out what's happening.

    @BumpInTheNight: Go

    But I'll take a look at that "Upload to YouTube" thing.

    Posted in: Off-Topic
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    posted a message on Not sure why this trigger isn't working

    @Chairmang: Go

    Edit: My bad, got confused. Like ChromiumBoy said, you just need to make an array for Points, where every integer (0-5) will be set to one of the six spawning points. Further down in the trigger - when you're spawning the unit - you'll just use the randomly generated integer to select one of the Points. "Unit - Create 1 Unit for player 1 at PointVar[rnd] using default facing (No Options)"

    But if you have Pick Each Integer 0-5 and spawns units for Player[Picked Integer] you're going to be spawning units for player 0-5, not 1-6... Right?

    Posted in: Triggers
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    posted a message on Damn you game link!

    @s3rius: Go

    Oh nice, I didn't know you could get the weapon type from a unit and add it to another.

    That would, by far, be the best way to do it. Other possible options would be triggers that fires on each specific chat message. That is, one that fire on "@addweapon marine" and adds the C-14 Gauss Rifle to your unit, one that fires on "@addweapon ghost" and adds the C-10 Canister Rifle, etc. Or if you just could rename all the weapons to be called the same as the unit that use them. So the Marine has a weapon called "Marine". :x But now that s3rius posted a good solution, just go with that.

    Posted in: Triggers
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    posted a message on [Request] Need help with SC2 to YouTube

    @wOlfLisK: Go

    Hm... what? I downloaded VirtualDub and opened the file i recorded in Fraps. But I can't find any options for compressing and exporting to DivX. I only find "Save as AVI...". I use CCCP for all my video playback needs, so I got the DivX codec, but do I need some kind of plugin for VirtualDub? I'm really lost... :(

    Posted in: Off-Topic
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    posted a message on [Request] Need help with SC2 to YouTube

    Hello. Maybe the wrong place to ask, but it's worth a try. I was trying to make a short (about 4 min) video introduction to my map (Poker Defense - Full Deck) when it hit me: I know absolutely nothing about recording, editing or optimizing movies. Like... absolutely nothing what so ever.

    Which brings me to my point; is there anyone out there who could help me gather and optimize 4 min worth of footage (I would like a file that would look good on YouTube), or even have a good guide on how to do it? Any assistance would be greatly appreciated.

    Posted in: Off-Topic
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    posted a message on How to do a simple timer? [SOLVED]

    @Terhonator: Go

    You'll need to create a timer and create a timer window for that timer. If you want to be able to destroy / hide the timer window once the timer has reached 0, you should also set a variable to that timer window so you're able to refer to it later.

    Test Timer
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Timer - Start TimerVar as a One Shot timer that will expire in 300.0 Real Time seconds
            Timer - Create a timer window for (Last started timer), with the title "Game Ends In:", using Remaining time (initially Visible)
            Variable - Set TimerWindowVar = (Last created timer window)
    

    And in a later trigger...

            Timer - Destroy TimerWindowVar
    
    Posted in: Triggers
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    posted a message on [Release / Update] Poker Defense - Full Deck

    Latest Update

    0.4 fixes the horrible bug that only let one player play. The map now supports all five players as it should! Sorry for all the trouble, but now I've tested it in every way possible and it finally works!

    0.5 and 0.6: The map will now properly remove a leavers units and disable spawning for that player. Increased the difficulty; it's now challenging without being too hard (on the lower difficulty settings anyway).

    Also, I'm looking for someone to host my map on the non-EU servers. PM me if you're interested.

    Introduction

    • Name: Poker Defense - Full Deck
    • Page: http://www.sc2mapster.com/maps/poker-defense-full-deck/
    • Creator: Zinatic (EU)
    • Credits: To whoever made the original Poker Defense map for SC:BW.
    • Thanks to: Nemesis (EU) and the SC2Mapster community for all the help.
    • Type: Defense.
    • Players: 1-5 (lobby might show more, but don't trust it)
    • Available: EU servers only currently, to host; create a custom game and search for the map.
    • Features:
      • Get defending units by playing poker.
      • 52 card deck, cards integrated into the UI, 3 changes draw poker.
      • 25 waves (bosses to come soon).
      • Upgrades and other smaller, miscellaneous features.
      • [NYI] Hero Shop system (before the end of the month).

    Description

    As stated above, it's just like the old Poker Defense from SC:BW, where you try to get the best poker hands possible, trade them in for a units, and then use those units to tear through any enemies sent your way. If you can't kill the enemy units before the end of the wave, you loose a life for each unit remaining. You win if you're the last player standing (but you can keep playing) or if you've complete all 25 waves, and you loose if you run out of lives. More details available as tips in-game.

    If you like the map and you got any kind of experience with balancing maps, or just would like to give a tip or suggest a change, please contact me either here or by the e-mail address included in the map (under the "Upcoming Changes" tip). I'm honestly quite bad at balancing, so please help a fellow creator out! Anything about the wave health, wave bounties, unit damage, upgrade cost and so on. Thanks!

    Media

    (I have no idea how to work with this forum, so I can't embed the YouTube video or display thumbnails of the screenshots. Sorry.)

    Video:

    Screenshots:

    http://static.sc2mapster.com/content/images/25/804/Poker_Defense_1.jpg

    http://static.sc2mapster.com/content/images/25/805/Poker_Defense_2.jpg

    http://static.sc2mapster.com/content/images/25/806/Poker_Defense_3.jpg

    http://static.sc2mapster.com/content/images/25/807/Poker_Defense_4.jpg

    http://static.sc2mapster.com/content/images/25/808/Poker_Defense_5.jpg

    Posted in: Project Workplace
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    posted a message on [Data] Tutorial: Multi-Level Upgrades Explained

    @darkdemondd: Go

    First; thanks for the tutorial. Helped a ton.

    @Trembelwick: Go

    Second; I'm afraid your screenshot is waaay to small to make out anything on. But if you can't see the "Editor - Description" field, make sure you have "Show Advanced Fields" marked. It's the middle one of the five orange buttons on the top right side, to the left of the search field.

    Posted in: Tutorials
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    posted a message on How can I restrict a players ability to have multiple buildings of the same type?

    @alejrb: Go

    Just a quick check, I'm trying to learn about upgrades and restrictions myself, but wouldn't it be better to set the state as Queued or Better? Completed would only check for completed units, right? While the former would make sure you can't start building two or more at the same time, thus - I guess - going around the requirement and allowing the construction to finish on all units. Correct me if I'm wrong.

    Edit: Yeah, it does indeed work that way. I made quick test map. The Use section is for when you can use the ability/button, and the Show is apparently for when it should show up on the command card. Learned something new. I don't know how to display a tooltip with the proper requirement though. :(

    Posted in: Miscellaneous Development
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    posted a message on Setting up more Custom Resources?

    @Lascero: Go

    Well, I'm not 100%, but I think I remember hearing from Blizzard (through Blizzcon or whatever) that we can use terrazin in the editor, as well as "one custom resource". In other words, you're limited to 4 standard resources - minerals, gas, terrazin and the custom one.

    But you can always do a work around, I guess? I'm not sure how you'd go about displaying it on buttons, but you can use variables and a dialog window or a leaderboard to display and keep track of any additional "resources". Best I can come up with, I'm afraid.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] [Trigger] Creating units one by one, with a short interval.

    @s3rius: Go

    Wow, that was one messed up trigger. I rewrote it, but the problem remains. :/

    Player Check 2
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Status of player 1) == Playing
                Then
                    Variable - Modify Player Count: + 1
                    Variable - Set Player Playing[1] = 1
                    Variable - Set Player Check Points[1] = Wave - P1 1
                    Variable - Set Player Check Points[2] = Wave - P1 2
                    Variable - Set Player Check Points[3] = Wave - P1 3
                    Variable - Set Player Check Points[4] = Wave - P1 4
                    General - Pick each integer from 1 to 4, and do (Actions)
                        Actions
                            Variable - Set Player Check[(Picked integer)] = 1
                Else
    

    @ItsPawl: Go

    I'll try that.

    Edit: That did the trick! Lesson learned. Thanks to both of you.

    Posted in: Triggers
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    posted a message on Request help "archon map"

    @Myrgoroth: Go

    For mapping up a project, the two above me gave great advice.

    On a more technical note, it sounds like what you want to do is to have one set of buildings, units, etc. that all players can control. The easiest way, I guess, would be to create units for just one player, and then set "Player - Make all players in YourPlayerGroup treat each other as Ally With Shared Vision And Control". That way all players in the desired player group would be able to control the same buildings.

    Posted in: Triggers
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