With the new patch (1.2), using Layout files you could just use the built in command panel, hide the other stuff and then customize it to your liking so then you can just have people use the built in command panel and that should bring up the built in targetting system.
Such as when a unit uses an ability (condition: ability needs target) then run trigger "Custom Target UI" and have it bring up a custom graphic that moves with the mouse and then when you click, it gets the target point based on mouse position. Another way would just to have your ability automatically used in front of the unit instead of targetting so either it doesn't need a target or you set the target to the position of unit offset by # so that its infront of the unit.
I am still learning the Data Editor myself so not sure how you could do this with the Data Editor.
A big tip would be, that you need to be confident. Girls love confidence. If you start talking and think there's no chance she'll go out with you, it probably won't happen. So just go talk to her thinking in your head that she is gonna go out with you and if she doesn't then it's her lost. You have nothing to lose and possible a sweet girl to gain. So as my Nike buddies like to say, just do it!
Actually this is very possible. I did it for my last WTE Terrain Exercise (#21) submission.
Located in the Data Editor, go to "Terrain Texture Sets". Select your current texture set that you are on. Then in Hard Tiles selection, it will bring up a list. It will probably say Mar Sara Road, or something similar. Now in the white area, right click and then select, Add Value. You can now choose to add another hard tile (road).
The rain doodad is just a sound emitter. It doesn't actually look like rain.
Are your graphic settings up? If you use Rain Emitter Large it shows rain drops and big lines of rain coming down... Make sure you press V to show in game or else all you see is a circle doodad. The raining is actually a model file you can export as well. Also lightning affects are inside this model file. Model file can be found: Assets\Doodads\RainEmitterLarge\RainEmitterLarge.m3.
I just tested this and I just copied the model file to a Marine and when I placed the Marine I was given rain instead of a Marine. So this successfully works.
You could create a unit, use the Raining model (look at the Doodad for reference) and then in the triggers you create the unit and it should add rain and then removing the unit should take the rain away. That would be the -only- way to do it that I can think of.
The original ELIZA was described by Joseph Weizenbaum in Communications of the ACM in January 1966. ELIZA was one of the first programs that attempted to communicate in natural language. The article was an attempt to demystify the behavior of the program, and included a detailed description of the program. ELIZA is based on a "script" consisting of patterns and corresponding responses. An appendiz to the article contained the complete script for the Rogerial psychologist.
Yeah classic textbook... Not everyone is a doctor or reads medical books. -I don't hear every day about how people are cured by "poison" specifically the word poison, therefore it's not as common as it sounds. And if we're talking about Knights & Dragons I really doubt they have the medical technology we have now to know how to cure specific poisons. Therefore were talking about magical poisons, like wow it was just an example of how the riddle had no specific detail guideline. It could be poison that last 2 seconds and kills before they can reach another well. That's really my point and no I don't care for a list of real life poisons that cure other poisons.
Let's have an example:
You probably know of Curare, a very deadly neurotixin. It stops the acetylcholin in your body to work, which - in short - kills you.
An antidote for this is neostigmin, which is also extremely deadly on it's own. It kills you by increasing the acetylcholin level.
In short: One kills you by draining you of something, one kills you by producing too much. They even each other out.
No actually I never heard of either of those. I'm not a poison expert nor did I claim to be one. However in general i've never heard of poisoning someone with just plain poison to cure them. And I'm not saying it's impossible but i'm sure its not as common as you make it sound... But what I meant was that it's like saying you take poison ivy and cure it with more poison ivy.
There are poisonings which you cure by giving the person a small amount of a different poison. Some poisons neutralize the effect of others. That's normal medicine. Of course you usually don't have level x poisons :P
Normal medicine? I don't get poisoned often so maybe I don't know but usually they should give antibiotics to treat sickness. But if some poison neutralize the effect of others then it gives you another poison that's probably more curable with antibiotics, you'd still be sick if they only gave you poison to cure poison, you still need medicine!
Although that's not really what I was talking about with the rules. The guidelines seemed a bit vague at first and really open to the imagination but really theres a specific set of rules that initially isn't said in the riddle. Like what happen if you drink #5 then go drink #1, it isn't said that it kills you but it also isn't said that it does.
The simplest way to do this is for the dragon to go to the duel, drink the knight’s water and then go to the level 1 well and drink. By drinking level 1 poison, the dragon has assured himself of being poisoned with at least level 1 water and at most level 5 water. This guarantees that level 6 water will cure him.
So ultimately both can survive if they are smart enough and that's what the riddle was about because at first glance it seems like the Dragon has an advantage but truthfully if played well then both can survive and there's no advantage.
To quote again:
Quote:
So, as it turns out, the dragon’s advantage of having the level 6 well isn’t really an advantage. The game as posed turns out to be alot like tic-tac-toe. Someone appears to have a huge advantage but only against sub-optimal play. Against optimal play, neither person can win.
If they were both clever, then the dragon drinks level 1 water after the duel to make sure he's poisoned, then drinks water level 6. The knight drinks level 1 water before the battle and is either cured or poisoned, because level 1 or ocean water leaves him the same and level 2-6 cures him. Then he drinks level 1 water to make sure he's poisoned and then drinks from 2-5 to cure himself.
They both live! :O
IS THAT THE ANSWER?
Yeah assuming they both were clever and since drinking a lower level poison doesn't do anything. This riddle was pretty silly, with too many weird rules. Poison doesn't cure poison lol. But I guess the point was to say they both can survive or have the same odds even though the Dragon seems to have an advantage with more access to more wells.
Oh okay then, the best choice would be to drink well #1 and you have good odd's of being cured.
Still I don't really see there being one exact answer here either although that does change the chances of survival!
Both have a 33% chance to survive if they drink well #1 prior to duel BECAUSE then if they are given well #1 they die, if they are given normal water they die, but if they are given any number above #1 they live. That's 1 out of 3 chances to surive. Therefore it's an equal chance to live and even though the dragon has access to another well, it doesn't increase the chance to surive!
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@Fen1kz: Go
With the new patch (1.2), using Layout files you could just use the built in command panel, hide the other stuff and then customize it to your liking so then you can just have people use the built in command panel and that should bring up the built in targetting system.
Heres a tutorial on SC2 Layout files by Helral: http://forums.sc2mapster.com/resources/tutorials/17193-sc2layout-files-how-to-adjust-them/
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@Fen1kz: Go
You could script your own targetting system.
Such as when a unit uses an ability (condition: ability needs target) then run trigger "Custom Target UI" and have it bring up a custom graphic that moves with the mouse and then when you click, it gets the target point based on mouse position. Another way would just to have your ability automatically used in front of the unit instead of targetting so either it doesn't need a target or you set the target to the position of unit offset by # so that its infront of the unit.
I am still learning the Data Editor myself so not sure how you could do this with the Data Editor.
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@WraithChaser: Go
A big tip would be, that you need to be confident. Girls love confidence. If you start talking and think there's no chance she'll go out with you, it probably won't happen. So just go talk to her thinking in your head that she is gonna go out with you and if she doesn't then it's her lost. You have nothing to lose and possible a sweet girl to gain. So as my Nike buddies like to say, just do it!
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@JeffQ: Go
Actually this is very possible. I did it for my last WTE Terrain Exercise (#21) submission.
Located in the Data Editor, go to "Terrain Texture Sets". Select your current texture set that you are on. Then in Hard Tiles selection, it will bring up a list. It will probably say Mar Sara Road, or something similar. Now in the white area, right click and then select, Add Value. You can now choose to add another hard tile (road).
Will attach pictures to show.
Link to my WTE submission: http://forums.sc2mapster.com/development/terrain/16144-weekly-terraining-exercise-21-cityscape-1-week-extension/
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Are your graphic settings up? If you use Rain Emitter Large it shows rain drops and big lines of rain coming down... Make sure you press V to show in game or else all you see is a circle doodad. The raining is actually a model file you can export as well. Also lightning affects are inside this model file. Model file can be found: Assets\Doodads\RainEmitterLarge\RainEmitterLarge.m3.
I just tested this and I just copied the model file to a Marine and when I placed the Marine I was given rain instead of a Marine. So this successfully works.
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@Air1: Go
You could create a unit, use the Raining model (look at the Doodad for reference) and then in the triggers you create the unit and it should add rain and then removing the unit should take the rain away. That would be the -only- way to do it that I can think of.
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They are in Doodads, search for Fish!
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@TheAlmaity: Go
ELIZA is basically a computer therapist lol
-The original ELIZA was described by Joseph Weizenbaum in Communications of the ACM in January 1966. ELIZA was one of the first programs that attempted to communicate in natural language. The article was an attempt to demystify the behavior of the program, and included a detailed description of the program. ELIZA is based on a "script" consisting of patterns and corresponding responses. An appendiz to the article contained the complete script for the Rogerial psychologist.
-Here the program is on the web (In Java):
http://chayden.net/eliza/Eliza.html
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@SexLethal: Go
Yeah classic textbook... Not everyone is a doctor or reads medical books. -I don't hear every day about how people are cured by "poison" specifically the word poison, therefore it's not as common as it sounds. And if we're talking about Knights & Dragons I really doubt they have the medical technology we have now to know how to cure specific poisons. Therefore were talking about magical poisons, like wow it was just an example of how the riddle had no specific detail guideline. It could be poison that last 2 seconds and kills before they can reach another well. That's really my point and no I don't care for a list of real life poisons that cure other poisons.
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No actually I never heard of either of those. I'm not a poison expert nor did I claim to be one. However in general i've never heard of poisoning someone with just plain poison to cure them. And I'm not saying it's impossible but i'm sure its not as common as you make it sound... But what I meant was that it's like saying you take poison ivy and cure it with more poison ivy.
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@tigerija: Go
It will always be a draw unless one of them is suicidal or stupid.
You just drink #1 before the duel, then drink #1 after the duel and then #2 and you're cured. 100% success rate no matter what.
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Normal medicine? I don't get poisoned often so maybe I don't know but usually they should give antibiotics to treat sickness. But if some poison neutralize the effect of others then it gives you another poison that's probably more curable with antibiotics, you'd still be sick if they only gave you poison to cure poison, you still need medicine!
Although that's not really what I was talking about with the rules. The guidelines seemed a bit vague at first and really open to the imagination but really theres a specific set of rules that initially isn't said in the riddle. Like what happen if you drink #5 then go drink #1, it isn't said that it kills you but it also isn't said that it does.
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@Lonami: Go
To quote:
So ultimately both can survive if they are smart enough and that's what the riddle was about because at first glance it seems like the Dragon has an advantage but truthfully if played well then both can survive and there's no advantage.
To quote again:
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Yeah assuming they both were clever and since drinking a lower level poison doesn't do anything. This riddle was pretty silly, with too many weird rules. Poison doesn't cure poison lol. But I guess the point was to say they both can survive or have the same odds even though the Dragon seems to have an advantage with more access to more wells.
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@s3rius: Go
Oh okay then, the best choice would be to drink well #1 and you have good odd's of being cured.
Still I don't really see there being one exact answer here either although that does change the chances of survival!
Both have a 33% chance to survive if they drink well #1 prior to duel BECAUSE then if they are given well #1 they die, if they are given normal water they die, but if they are given any number above #1 they live. That's 1 out of 3 chances to surive. Therefore it's an equal chance to live and even though the dragon has access to another well, it doesn't increase the chance to surive!