Hi / Hej,
I really like you library since its helps less advance users to create great map, but for us, maybe just me: Is it possible and how to customize the fire rate of the wepon? If i for instence would want a marines machine gun, with a clip around 30. Would that be possible? Or would the hole the trigger dont understand when holding down a key?
This is seriously the sickest thing ive ever seen..!
Im just a noob at making maps and im proud to be able to do a survival map with regular camera, but this was some HEAVY shit! And as eirlier said, amazing feeling to the game. That seems to be the hard part with it!
Keep it up!
I actually fixed it. It wasnt anything that was wrong.. its just the editor that .. didnt understand, but basiclly what i did was to move down the "restore camera" further down in the end movie.. then it worked =)
Ive also tried to apply object camera (default ingame camera) for player 1 and 2. But it seems still it wants to apply the camera from the last sequence of the movie trigger...
Hi!
Let me explain more exactly what has happend. I have this trigger when skipping intro:
Skip Movie
Events
UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
Local Variables
Skip = false <Boolean[2]>
Conditions
Actions
Variable - Set Skip[(Triggering player)] = true
General - If (Conditions) then do (Actions) else do (Actions)
If
Skip[1] == true
Skip[2] == true
Then
Trigger - Stop all instances of Movie
Trigger - Turn End of movie On
Trigger - Run End of movie (Check Conditions, Don't Wait until it finishes)
Trigger - Turn (Current trigger) Off
Else
In the begining of the trigger "Movie" i have saved camera view, which is the one that i want. The trigger End of movie looks like this:
End of movie
Events
Local Variables
Conditions
Actions
Trigger - Turn Skip Movie Off
Trigger - Turn Skip Off
Trigger - Turn Skip 2 Off
UI - Clear All Messages for (All players)
Cinematics - Fade Out over 0.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Wait until it finishes)
Camera - Restore the saved camera settings for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
Camera - Restore the saved camera settings for player 2 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
General - Wait 1.0 Game Time seconds
Unit - Kill (Unit 1 from Movie units)
Unit - Kill (Unit 2 from Movie units)
Unit - Kill (Unit 3 from Movie units)
UI - Display "Welcome to The Doomsday!" for (All players) to Subtitle area
General - Wait 3.0 Game Time seconds
UI - Clear All Messages for (All players)
Cinematics - Fade In over 2.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Wait until it finishes)
Cinematics - Turn cinematic mode Off for (All players) over Default seconds
UI - Display boss bar 1 with title "Science Project", portrait Assets\Textures\btn-unit-zerg-ultralisk.dds and maximum value (Integer((Castanar Science Project [56.00, 12.00] Maximum Life (Current)))) for (All players)
UI - Set boss bar 1 boss to Castanar Science Project [56.00, 12.00] (Do refresh the boss bar)
Trigger - Turn Timer On
Trigger - Run Timer (Check Conditions, Don't Wait until it finishes)
Trigger - Turn (Current trigger) Off
My problem is that when i skip the movie at certain sequences it goes to End of movie (Which is correct) But after the camera is not as it should be, its from the sequence after the one i skipped. And their all in "movie" trigger! What can this be!?
There are max 2 players on map (And on computer). I have a boolean variable with array of 2, and it set automaticly to False. This is called "Skip"
My trigger is:
Skip Movie
Events
UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
Variable - Set Skip[(Triggering player)] = true
General - If (Conditions) then do (Actions) else do (Actions)
If
Skip[1] == true
Skip[2] == true
Then
Trigger - Stop all instances of Movie
Trigger - Turn End of movie On
Trigger - Run End of movie (Check Conditions, Don't Wait until it finishes)
Trigger - Turn (Current trigger) Off
Else
Cant really test it, since when i do it alone i guess it doesnt clear the both conditions.
Please help
Another issue now is that i have 6 regions and every region should spawn 20 units (Of the same units)
Is it possible to create a variable for the regions or something and make this trigger:
Spawn
Events
Timer - Timer expires
Local Variables
Conditions
Actions
Unit - Create 20 Zergling for player 3 at (Center of Spawn 1) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 2) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 3) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 4) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 5) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 6) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Into a one liner: What im searching for is for instence: Create 20 Zergl. For player 3 at (Region Variable 1-6) <- But should be 20 each.. Possible?
Hi Im making a map where alot of creeps are coming and instead of triggering the waves though timers i only trigger them once (to start) then the timer goes over to a repeated timer and the spawn trigger is triggered through a "wait" action. This works fine, but my concern is that i want to add "Round 1" "round 2" and so on. So after the last wave in "Round 1" I want to destroy the timer (This works) and wait til all the units for player 3 (computer) are dead, then start a new timer and create a new timer window <- This is my problem.
This is the hole trigger:
Timer
Events
Game - Map initialization
Local Variables
Conditions
Actions
General - Wait 1.0 Game Time seconds
UI - Display "Protect your HeadQuarter against th..." for (All players) to Subtitle area
Timer - Start Timer as a One Shot timer that will expire in 300.0 Game Time seconds
Timer - Create a timer window for Timer, with the title "Prepare For Round 1", using Remaining time (initially Visible)
Variable - Set Timer Window = (Last created timer window)
General - Wait 300.0 Game Time seconds
UI - Display "Wave 1: Zergling" for (All players) to Subtitle area
Timer - Destroy Timer Window
Timer - Start Timer 2 as a Repeating timer that will expire in 90.0 Game Time seconds
Timer - Create a timer window for Timer 2, with the title "Next wave in", using Remaining time (initially Visible)
Variable - Set Timer Window 2 = (Last created timer window)
General - Wait 90.0 Game Time seconds
UI - Display "Wave 2: Zergling - 150% Maximum Hea..." for (All players) to Subtitle area
General - Wait 90.0 Game Time seconds
UI - Display "Wave 3: Zergling - 200% Maximum Hea..." for (All players) to Subtitle area
Timer - Destroy Timer Window 2
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Any units in (Entire map) owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
Then
UI - Display "End Of Round 1" for (All players) to Subtitle area
Timer - Start Timer 3 as a One Shot timer that will expire in 90.0 Game Time seconds
Timer - Create a timer window for Timer 3, with the title "Prepare For Round 2", using Remaining time (initially Visible)
General - Wait 90.0 Game Time seconds
UI - Display "Wave 4: Hydralisk" for (All players) to Subtitle area
Timer - Destroy Timer Window 3
Timer - Start Timer 2 as a Repeating timer that will expire in 90.0 Game Time seconds
Timer - Create a timer window for Timer 2, with the title "Next wave in", using Remaining time (initially Visible)
General - Wait 90.0 Game Time seconds
UI - Display "Wave 5: Hydralisk - 120% Maximum He..." for (All players) to Subtitle area
General - Wait 90.0 Game Time seconds
UI - Display "Wave 6: Hydralisk - 150% Maximum He..." for (All players) to Subtitle area
Else
I thought this would do it :(
Would be greatful for help, and easy help if its possible :)
Im not as pro as everyone else here, but from the screenshots, WOW really awesome idea! Good luck and let me know if you need a publisher in europe! (PM me for it if so)
0
@doite: Go
Sorry sorry sorry.. i know how annoying it is with the same questions. I found it on the second or third page!
0
@martinolsson: Go
Hi / Hej, I really like you library since its helps less advance users to create great map, but for us, maybe just me: Is it possible and how to customize the fire rate of the wepon? If i for instence would want a marines machine gun, with a clip around 30. Would that be possible? Or would the hole the trigger dont understand when holding down a key?
0
My new map is done! Check it out! Its published on the European server!
If anyone wants to publish it in US, be so kind and send me a PM.
http://www.sc2mapster.com/maps/doomsday/
0
@glomby: Go
This is seriously the sickest thing ive ever seen..! Im just a noob at making maps and im proud to be able to do a survival map with regular camera, but this was some HEAVY shit! And as eirlier said, amazing feeling to the game. That seems to be the hard part with it! Keep it up!
0
@yukaboy: Go
I actually fixed it. It wasnt anything that was wrong.. its just the editor that .. didnt understand, but basiclly what i did was to move down the "restore camera" further down in the end movie.. then it worked =)
0
@doite: Go
Ive also tried to apply object camera (default ingame camera) for player 1 and 2. But it seems still it wants to apply the camera from the last sequence of the movie trigger...
0
Hi!
Let me explain more exactly what has happend. I have this trigger when skipping intro:
Skip Movie
Events
UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
Local Variables
Skip = false <Boolean[2]>
Conditions
Actions
Variable - Set Skip[(Triggering player)] = true
General - If (Conditions) then do (Actions) else do (Actions)
If
Skip[1] == true
Skip[2] == true
Then
Trigger - Stop all instances of Movie
Trigger - Turn End of movie On
Trigger - Run End of movie (Check Conditions, Don't Wait until it finishes)
Trigger - Turn (Current trigger) Off
Else
In the begining of the trigger "Movie" i have saved camera view, which is the one that i want. The trigger End of movie looks like this:
End of movie
Events
Local Variables
Conditions
Actions
Trigger - Turn Skip Movie Off
Trigger - Turn Skip Off
Trigger - Turn Skip 2 Off
UI - Clear All Messages for (All players)
Cinematics - Fade Out over 0.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Wait until it finishes)
Camera - Restore the saved camera settings for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
Camera - Restore the saved camera settings for player 2 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
General - Wait 1.0 Game Time seconds
Unit - Kill (Unit 1 from Movie units)
Unit - Kill (Unit 2 from Movie units)
Unit - Kill (Unit 3 from Movie units)
UI - Display "Welcome to The Doomsday!" for (All players) to Subtitle area
General - Wait 3.0 Game Time seconds
UI - Clear All Messages for (All players)
Cinematics - Fade In over 2.0 seconds using color (0%, 0%, 0%) and 0.0% transparency (Normal style, Wait until it finishes)
Cinematics - Turn cinematic mode Off for (All players) over Default seconds
UI - Display boss bar 1 with title "Science Project", portrait Assets\Textures\btn-unit-zerg-ultralisk.dds and maximum value (Integer((Castanar Science Project [56.00, 12.00] Maximum Life (Current)))) for (All players)
UI - Set boss bar 1 boss to Castanar Science Project [56.00, 12.00] (Do refresh the boss bar)
Trigger - Turn Timer On
Trigger - Run Timer (Check Conditions, Don't Wait until it finishes)
Trigger - Turn (Current trigger) Off
My problem is that when i skip the movie at certain sequences it goes to End of movie (Which is correct) But after the camera is not as it should be, its from the sequence after the one i skipped. And their all in "movie" trigger! What can this be!?
0
@nevjmac: Go
Jupp, i have changed the global variable to a local, but yea it works. Just have to push this baby 10 more levels then get it out on the beta stage
0
There are max 2 players on map (And on computer). I have a boolean variable with array of 2, and it set automaticly to False. This is called "Skip"
My trigger is:
Skip Movie
Events
UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
Variable - Set Skip[(Triggering player)] = true
General - If (Conditions) then do (Actions) else do (Actions)
If
Skip[1] == true
Skip[2] == true
Then
Trigger - Stop all instances of Movie
Trigger - Turn End of movie On
Trigger - Run End of movie (Check Conditions, Don't Wait until it finishes)
Trigger - Turn (Current trigger) Off
Else
Cant really test it, since when i do it alone i guess it doesnt clear the both conditions.
Please help
0
Hi,
Another issue now is that i have 6 regions and every region should spawn 20 units (Of the same units)
Is it possible to create a variable for the regions or something and make this trigger:
Spawn
Events
Timer - Timer expires
Local Variables
Conditions
Actions
Unit - Create 20 Zergling for player 3 at (Center of Spawn 1) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 2) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 3) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 4) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 5) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Unit - Create 20 Zergling for player 3 at (Center of Spawn 6) facing (Position of HeadQuarter [55.50, 14.50]) (No Options)
Into a one liner: What im searching for is for instence: Create 20 Zergl. For player 3 at (Region Variable 1-6) <- But should be 20 each.. Possible?
0
Hi Im making a map where alot of creeps are coming and instead of triggering the waves though timers i only trigger them once (to start) then the timer goes over to a repeated timer and the spawn trigger is triggered through a "wait" action. This works fine, but my concern is that i want to add "Round 1" "round 2" and so on. So after the last wave in "Round 1" I want to destroy the timer (This works) and wait til all the units for player 3 (computer) are dead, then start a new timer and create a new timer window <- This is my problem.
This is the hole trigger:
Timer
Events
Game - Map initialization
Local Variables
Conditions
Actions
General - Wait 1.0 Game Time seconds
UI - Display "Protect your HeadQuarter against th..." for (All players) to Subtitle area
Timer - Start Timer as a One Shot timer that will expire in 300.0 Game Time seconds
Timer - Create a timer window for Timer, with the title "Prepare For Round 1", using Remaining time (initially Visible)
Variable - Set Timer Window = (Last created timer window)
General - Wait 300.0 Game Time seconds
UI - Display "Wave 1: Zergling" for (All players) to Subtitle area
Timer - Destroy Timer Window
Timer - Start Timer 2 as a Repeating timer that will expire in 90.0 Game Time seconds
Timer - Create a timer window for Timer 2, with the title "Next wave in", using Remaining time (initially Visible)
Variable - Set Timer Window 2 = (Last created timer window)
General - Wait 90.0 Game Time seconds
UI - Display "Wave 2: Zergling - 150% Maximum Hea..." for (All players) to Subtitle area
General - Wait 90.0 Game Time seconds
UI - Display "Wave 3: Zergling - 200% Maximum Hea..." for (All players) to Subtitle area
Timer - Destroy Timer Window 2
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Any units in (Entire map) owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
Then
UI - Display "End Of Round 1" for (All players) to Subtitle area
Timer - Start Timer 3 as a One Shot timer that will expire in 90.0 Game Time seconds
Timer - Create a timer window for Timer 3, with the title "Prepare For Round 2", using Remaining time (initially Visible)
General - Wait 90.0 Game Time seconds
UI - Display "Wave 4: Hydralisk" for (All players) to Subtitle area
Timer - Destroy Timer Window 3
Timer - Start Timer 2 as a Repeating timer that will expire in 90.0 Game Time seconds
Timer - Create a timer window for Timer 2, with the title "Next wave in", using Remaining time (initially Visible)
General - Wait 90.0 Game Time seconds
UI - Display "Wave 5: Hydralisk - 120% Maximum He..." for (All players) to Subtitle area
General - Wait 90.0 Game Time seconds
UI - Display "Wave 6: Hydralisk - 150% Maximum He..." for (All players) to Subtitle area
Else
I thought this would do it :(
Would be greatful for help, and easy help if its possible :)
0
@Mindsplosions:
Im not as pro as everyone else here, but from the screenshots, WOW really awesome idea! Good luck and let me know if you need a publisher in europe! (PM me for it if so)
0
@wOlfLisK:
Good call, That did it=) Thx
0
@doite:
Can really NO ONE do this? Im not asking for an expert, just need 1 person to try the map with me. Takes 10 min
0
Hi looking for a Beta tester tonight!
Req: From EU, since its going to be published on EU server.
Only 1 player needed!
Let me know and ill send a PM
Kind of map: Defence
Difficulty: HARD!.. i think =)
Time needed: 10 min Tops!