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    posted a message on Unable to disable Spectators/Referees

    Last patch I have for my map (of type Custom), with the only change being moving models into a dependency, Spectators/Referees have been enabled. This means that if you create a lobby, you cannot open it to public (even if nobody is occupying the Watcher slots) as well as being a serious headache for my triggers.

    I have gone over the variants and player properties over and over again, publishing and testing trying to work out how to turn it off, all to no avail. There appears to be no way to set it. The player properties for the unused players are set to controller None - the game variant has them all locked onto a single team, same as always - yet somehow, since the 1.3.5 patch, it has decided to turn spectators on.

    I have tried reverting player properties and game variants to every conceivable combination, as well as reset to default, save, close and reopen editor, and setting back to their usual settings.

    The (still as yet unpatched) "live" version of my map still has Spectators/Referees disabled.

    The only difference I can spot (apart from the dependency, which I have tried disabling with no effect) is that the test version is locked.

    If anyone can help in any way, I will give +10 internets and a bag of kittuns.

    Update: I tried copy and pasting my old attributes file into the new version, and was awarded with somewhat useless progress: While a private lobby still cannot be opened to public, players can no longer be pushed to Spectator by the host.

    Further updates: The Error message for Open To Public on the Private version (it said cannot due to observers) turned out to be just a bad error message. It is all working as it should when public. I'll document exactly what the flag is in the attributes file when I get the chance, if desired.

    Posted in: Miscellaneous Development
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    posted a message on "Copy" Upgrades from player to player

    Not a huge fan of massive arrays to hold the info, I think I'll just do it with a long section of triggers. A little more work but less overhead in the end. Once again I wish we had variable length arrays...

    Posted in: Triggers
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    posted a message on "Copy" Upgrades from player to player
    Quote:

    There is no way to do this. Upgrades don't just "go up" - they're all different and separate from each other.

    I'm not sure you properly read my post, and what you say is incorrect to begin with. Upgrades do "go up" - they have a level. Most are only level 0 (not researched) or level 1 (researched), however.

    Quote:

    There is no way to "overwrite" an existing player's upgrades with someone else's.

    Yes, there is, and it is fairly trivial. For example:
    Tech Tree - Set Changeling - Research Barbed Armor upgrade level to (Changeling - Research Barbed Armor count for player Source Player, counting Complete) for player Target Player

    The problem is that there is no clean way to loop through all the upgrades without either overly large variables or massive amounts of code (that I can see, anyway).

    Posted in: Triggers
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    posted a message on "Copy" Upgrades from player to player

    I'm implementing a function to allow one player to take over a disconnected player in my map. Fairly simplistic, just removes the units owned by the player taking over and transfers ownership of the disconnected players units.

    The problem is that for all the obvious reasons the new owner doesn't have any of the upgrades purchased by the disconnected player (as upgrades are applied to players, not units). I'm trying to figure out a clean way to copy these upgrades across.

    One way is by maintaining arrays for each player storing game links to the upgrades they have purchased, then looping through them when a player takes over another player. However there are 12 players, and one race has about 25 different upgrades, so the array size would be pretty large (12x25). Some races only have a couple of upgrades, so perhaps some cleverness could avoid bloat here.

    There doesn't seem to be any function to iterate through upgrades purchased for a player, so the other alternative is to have a huge nested if then if then statement (if race A then: if upgrade A give upgrade A, if upgrade B give upgrade B) however there are around 150 total upgrades so this would be pretty bloated.

    Thoughts?

    Posted in: Triggers
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    posted a message on Standardized Model Packs

    Malpheus, I don't think you really understand what I am trying to get at here.

    Posted in: Art Assets
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    posted a message on Standardized Model Packs

    That sort of style, yes. Organization would be key, you don't want to have to add 30MB of .sc2mod dependencies to get access to 4 models.

    The way that person has then grouped seems a good way of doing it, but the idea is for them to be published - I can't find any references to those available as dependencies.

    Again, there is no point without sufficient publicity, but if they were widely used I think they could be a real asset.

    Posted in: Art Assets
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    posted a message on Standardized Model Packs

    The idea would be not just saving space but saving people from having to download them if multiple maps are using them.

    Posted in: Art Assets
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    posted a message on Standardized Model Packs

    So I was thinking to myself, how lovely it would be if Blizzard made all the WoW & WC3 models available in small, discrete packs. Multiple map editors could the use them as dependencies, and players would only need to download them once (plus every editor wouldn't need to use up space for them).

    While this is unlikely to happen, there is no reason why the community can't emulate this. We could put together a few dozen or so model packs, mostly comprised of WoW models (and community content) spread across accounts (or using donor accounts).

    If sufficiently well organized and if a number of map editors used them it could save a fair bit of space & user downloads. At some point most custom map players would end up having downloaded each of the packs and editors could use the models (with appropriate dependencies set) as if they came bundled with the game itself.

    So the question is - would there be enough demand and support for making and publishing packs? Has it been done already, but hasn't had the publicity it needs for a common joe like myself to have heard about it?

    Obviously there are trust issues around using dependencies from someone you don't know, who could potentially remove the packs.

    Ideally hosting would be done with donor accounts, held by sc2mapster.com or Curse via admins.

    Posted in: Art Assets
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    posted a message on Advanced chat

    Care to share?

    Posted in: Triggers
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    posted a message on [Texture] How to change resource icon

    The nobg image - does it actually have to be a separate image? Do you know what it is used for?

    I'm going to have another poke into the problems with hero icons and see if it has a similar sort of cause...

    Thankyou muchly, by the way ;)

    Edit: That has fixed it - I just used the same image for the NoBackground. Also seems to have fixed my intermittent hero icon problems.

    Posted in: Tutorials
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    posted a message on Custom Resource Icons in 1.3

    Aha! Nice find. I'm trying that now. Posting question in other thread.

    Posted in: Data
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    posted a message on Custom Resource Icons in 1.3

    One last bump in-case somebody has worked it out.

    Posted in: Data
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    posted a message on Team Wanted for New Starcraft Race Project

    It's a real shame SC2's support for custom races is so poor. Only Units can even have a custom race set for them, and even then they tend to forget or glitch.

    If you work out how to get editor-wide support (especially for help menu stuff) I would love to know.

    Posted in: Team Recruitment
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    posted a message on Custom Resource Icons in 1.3

    Bumpety :(

    Posted in: Data
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    posted a message on Custom Resource Icons in 1.3

    They don't work. The old method, Assets.txt and

    UI/ResourceIcon0_Prot=Assets\Custom Icons\icon-custommineral-protoss.dds

    etc doesn't appear to do anything anymore. Combed through the data editor, can't spot any new way we are meant to do it. Anyone got any ideas?

    Posted in: Data
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