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    posted a message on Region Groups
    Yeah, I've considered using any array of regions, but then there's no easy way to respond to a future event and manipulate the SAME region - you don't have the array index. One could perhaps make it work using an improvised pointer thing by having a 2 dimensional array, or by using a set of variables, but this seems n a s t y.
    Posted in: Triggers
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    posted a message on Publishing After Patch is Rediculous
    /offtopic but I'd be remiss if I didn't submit my opinion as Security & Infrastructure Engineer for a building society and say: For free home/noob AV, get Avast, http://www.avast.com/ For purchased home/noob AV, get Kaspersky http://www.kaspersky.com/ AVOID EVERYTHING ELSE, very few pll understand the software/implications/stats and simply support the package they like. [Absolutely not aimed at you SoulCarver and no disrespect intended, I'm just a subjective duty whore]
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Region Groups

    Is it possible to have groups of regions? I've looked but it doesn't seem to be so. This is important to me as my game is based around lots of individual, capturable regions. The most efficient way of tracking 'ownership' of these regions requires that they be handled as a collection. Am I overlooking something?

    My workaround is ugly. I'm looking at using a UNIT somehow associated with each capturable region which I can manipulate/track/score rather than the region itself.

    I'd very much appreciate any ideas you have.

    Posted in: Triggers
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    posted a message on How can I lower the trigger size?
    I rreaaaaalllyy like your descision to include randomly generated map content. It's the thing all the RPG designers miss : replayability. Planets sound good too. I'll cross my fingers it's a Night's Dawn mod :))
    Posted in: Triggers
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    posted a message on Publishing After Patch is Rediculous
    Are you running any jizzum-quality AV or "Internet Security" packages? There's plenty of communication which triggers false positives on those things, could Shitmantec Security Sweep be killing your publish? I use Avast AV (and no hell-spawned internet security package whatsoever) and I actually had it block 1 of my publishing attempts yesterday. First and only time.
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Map crashing when I open the Editor
    Do you have older versions of the map? Try to save to a new file every hour or so, suffix them with -01, -02, -03 etc. I don't fully trust this software ;) I'm sorry but I don't have any clue how to help you with a corrupt map though :(
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Publishing After Patch is Rediculous
    @KnightsOfTables: Yeeaaaahhh. I'm still Alpha-ing it up with my (first) project and I'm having a really hard time differentiating between MY scew-ups and ...OTHER. Map Variants were (maybe still are) a huge factor for me. I have all fourteen player slots allocated across 2-4 teams in every permutation. Currently, my cfg for all 14 slots and all map variants DOES actually publish, but when it comes to hosting a game I get an orange-stylee "S2GAME_INTERNAL_ERROR" error box. I've not actually tried to tackle this yet (more juicey things to do) but I'm expecting that when I strip out my map variant cfg, it'll resolve the error as it only seemed to appear after I poured four hours into setting it up. Fek knows what I'll ultimately end up doing :s Do you want to ask anything specific about map variants? I felt like I derived a solid grasp of it. ..The fact my cfg doesn't work, notwithstanding :D
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How can I lower the trigger size?
    *WOW* at those numbers. My first reaction is that there's a flaw in your approach somewhere, either in your object model (clunky algorithms, cumbersome tables) or your game itself (too few abstractions, too many details). I think you need to share your design with someone you trust (without any code) and see what appraoches they would take to code it. See if that propogates some game design re-evaluation or SC2 implementation re-design momentum for you. It might be that actually you've approached everything 80%+ efficient, but that would mean you're hitting limits I just can't envisage without seeing the design myself.
    Posted in: Triggers
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    posted a message on [Lobby/Game modes] The complete guide/reference
    Blizzard NEEDS to make drag/drop activity in Bnet actually function. Such a massive step back. Nubtards.
    Posted in: Tutorials
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    posted a message on How make a +ve integer -ve?
    Ah. Sometimes as you get older you forget basic shit like.... multiplying by -1 Instead, you write a crap block doing clunky crap with a local variable. Then you realise it's 06:33
    Posted in: Triggers
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    posted a message on How make a +ve integer -ve?

    I'm issuing orders to units automatically and things are going well, but I'm struggling to give a point to point based order in westerly and southerly directions because the difference between points is alwasy returned as a magnitude, no sign.

    I want to take the integer return of the 'distance between two points' function and make it negative. I've trawled for a function but I can't find one.

    (I CAN work round this using a block of math code but that wouldn't make me happy).

    Posted in: Triggers
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    posted a message on Factory/Starport dissapearing for 23.8 seconds after Construction
    I have this issue with a custom Bunker unit. I have several saves of the map either side of when the misconfig occured, I am trying to track it down. My gut feeling is that the problem arose at the time I duplicated the 'Barracks - Train' ability and added the duplicate (once renamed and tidied) as an ability of the barracks, Have you taken similar steps with your duplicated buildings?
    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Duplicated unit weapons
    I also found this useful, thanks. I finally understood some major (hidden) discrepencies between the field view and the form view of actors, too: *** ##id## refers to the string in the token id field. *** The fact it isn't highlighted as other fields are and just sits there in grey.. you just won;t see if for the first 30 hrs in the editor until you spend a full hour toggling views on the same actor because all other avenues have stonewalled you. I find it weird ppl don't say these things, they're kinda fundamental!
    Posted in: Miscellaneous Development
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    posted a message on Building Construction Events
    Wow, this really helped. Nice work WonderBooze & RileyStarcraft. Is it just me, or is there a real failure by Blizzard to show all linked objects from any object? When I look at a unit object I expect to be able to see every X/Y/Z it links directly to, and then every M/N/O by implication through X/Y/Z, and so on. It's a hidden web of objects without any overall map or context-based map. Is there a project to map it? Knowing about the Terran Construction actor is fundamental yet it cannot easily be found from the objects that one would expect to refer to it. I suppose it IS listed under the SCV, but I'd expect it most logically found under the unit object of the building itself. Computer Science purity aside, is there a reason not to have 'redundant' links' to make things clearer if not a full object-model viewer? Presumably people spent a loooonnnnggggg time doing searches for stuff, I'd like to shake 'em by the yarbles.
    Posted in: Miscellaneous Development
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    posted a message on How do u make it so teams in lobby match in game
    I've just spent an hour playing with the variants dialogue. Looks awesomely powerful. I thought, "aha! This is why the lobby system is so pitifully shite: the map makers are supposed to handle team allocations! Otay!" Then I realised that as well as the lobby being shite, so is the variants module, or at least, the communication between Bnet and one's maps. TOTAL BLIZZTARDS Bump. Any news on this?
    Posted in: Miscellaneous Development
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