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    posted a message on Publication errors

    @BeLugh: Go

    Where is this "other thread" please, I am having the same problem and cannot solve it.

    Posted in: Miscellaneous Development
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    posted a message on SOLVED: publishing error "Varient specified a user controller"

    SOLVED looks like 'Variant' refers to the game variant section. After setting various attributes in this window back to default my map published. The things I reset (player colours, difficulty etc.) did not contradict map or player settings in any way I could find

    I don't know about you but I'm sick of unintelligible publishing errors

    Error

    anyone got any ideas ? ?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Making attack waves (unnecessarily tedious)

    @Oatin: Go

    That's great news! I'll continue on the map right away, super exited. :D Again if you would like to be further involved in the making of the map then see the post with the map file attached. If not, I hope I can pm you if I have any more soul destroying trigger issues.

    Summary - possible issues if your attack waves are not working

    • Campain AI not set for attacking player - trigger "start campaign AI"
    • Attacking player not given enough time to build units - Allocate attack wave time in the "send attack wave" trigger which comes after the "add units to attack wave". This way the AI knows what he needs to build before you allow him time to build it.
    • Make sure to "set target for attack waves" as well as "set waypoint for attack waves"
    • Check attacking player is not supply blocked. Check that workers are harvesting (if not then the "campaign AI" trigger is not executing correctly.
    Posted in: Triggers
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    posted a message on Making attack waves (unnecessarily tedious)

    @Oatin: Go

    map file attached - wave trigger "Raynor 03 waves" run by "run waves EDIT: file removed

    EDIT: BTW if you would like to get involved further with the map I need help with data and trigger editing (more data editing). I need heroes and special buildings making. The official proposal thread is here - http://forums.sc2mapster.com/general/general-chat/15654-proposal-for-a-next-gen-base-defence-map-please-read/#p2

    Posted in: Triggers
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    posted a message on Making attack waves (unnecessarily tedious)

    @Oatin: Go

    Yes, the computer is mining, it doesn't build and building or construct SCVs as far as I have seen. I have set the difficulty of the computer and the attack wave does work (if I place the Marine myself). I'm really struggling to come up with ideas about what could be wrong here, it's tempting to give p and write some spawn triggers but the dynamic of the map just won't be the same.

    This is all happening at the start of the map. Perhaps if I spawn the 1st few waves then the computer will get it together for the rest of them. But he has 89/200 supply, 2000 mins and 1000 gas so he should be fine. I'm going to keep rooting through Raynor 03.

    Posted in: Triggers
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    posted a message on Making attack waves (unnecessarily tedious)

    @Oatin: Go

    I have the Campaign AI set. The trigger to set it is before the attack wave trigger in the list. I have attack wave target, waypoint and gather point set. I have tested the map with me as the computer player in question and I was able to build several marines. The attack wave works perfectly when I place a marine for him to use before testing the map. He just won't build one, I'm stumped.

    Posted in: Triggers
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    posted a message on Making attack waves (unnecessarily tedious)

    @Oatin: Go

    I have set the attack wave now, just testing with one marine in the wave. The computer player is not supply blocked, they have resources and a barracks and campaign Ai is set at 400 apm. The computer is moving his dropship around as if he wants to pick up a marine but has not created one. What could be going wrong ?

    Posted in: Triggers
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    posted a message on Making attack waves (unnecessarily tedious)

    @Oatin: Go

    I have now seen the function in unit type and number relating to difficulty with the (#/#/#/#) structure which has solved my original problem.

    In spawning trigger select unit number or type, select 'function' - Difficulty value

    Thank you Oatin, I originall wanted the AI to build them but I thought that did not work, I will try again. thank's

    Posted in: Triggers
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    posted a message on Making attack waves (unnecessarily tedious)

    EDIT: SOLVED - see post 13 for summary

    So I am writing triggers for attack waves with units added for various difficulty settings and here's why I think there should/must be a faster way of doing it Triggers

    As you can see from the picture I have written "if the else" actions relating to the difficulty setting adding on extra units if the difficulty is harder. All of this works fine. Once I have written these triggers I then have to specify exactly what units are in the attack wave with a neat little action encompassing all 4 difficuly settings. "AI - Add (2/4/6/8) Marines to the attack wave". The (2/4/6/8) obviously specifying different units for different difficulties. If I have specified these units why can I not then add a trigger along the lines of "Spawn specified attack wave units" e.g.

    AI - Add (2/4/6/8) Marines to the attack wave

    AI - Add (1/2/3/4) Marauders to the attack wave

    "Spawn specified units for attack wave" << this does not exist to my knowledge. Should it? Am I doing this wrong? Is this something I shoud use functions for?

    EDIT: In the mission 'Raynor 03' (this is the listed reference for attack waves) I can see no spawning triggers. I see units that are 'Available for attack waves' But these are not set to always replace on all difficulties, so where are the units coming from on this map? If knew that it would be a step forward.

    Alot of this programming jagen confuses me so maybe that's where I go wrong. If anyone knows of "an idiots guide to C+ +" (I think thats the language that I need to know for GE) because this whole return true/false, boolean, all of the goes straight over my head but I have a great map going here :(

    Help me elite mappers of SC2Mapster, you're my only hope. <<Star Wars reference

    Posted in: Triggers
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    posted a message on Proposal for a next gen. base defence map - please read and critisize

    I am now nearing the completion of the Terrain and Units. I also have a "race select" dialogue that spawns a basic opener of the selected race at any of the four spawn points. I have set some simple opening attack waves and drops with increasing numbers of units relative to the selected difficulty.

    I will be posting the map when the Terrain and some more attack waves are complete. In the mean time I am beginning to consider what needs to be done with data and more complex trigger editing. I will almost certainly need help with this but I believe that, if I can get this map to where I want it to be, it will be something really special. The following is a list of some things I need to accomplish.

    Auto-Thorship hero

    • Constructable from the command centre max #1.
    • Auto repair SCVs: 3 small SCVs to follow the Thor at all times with auto repair set. Need to act like deployed cargo units i.e. cannot recieve orders.
    • Auto Thorship: Special Ops Dropship to follow thor at all times. Needs to act like deployed cargo unit i.e. cannot recieve orders. - Thor to have ability button that, when clicked, orders the Dropship to pick up the thor. Dropship is then selected and when unload button is clicked, Thor is unloaded immediately without any targeting for an unload location.

    Mothership

    • No cloaking field
    • usual vortex and mass recall
    • Deployable cargo units (like carrier) small Void Rays x2, small Phoenix x2, regular interceptors x6
    • Other abilities in progress (possibly warp in certain gateway units + provide power (like gateway + pilon)

    Laviathon

    • Abilities in progress (possibly launch Baneling (like brood lord) or place static defence)

    Nexus

    • Able to warp in probes slightly faster than regular construction time
    • Provides power (like pilon)
    • Has attack similar to stone zealot

    Will talk about triggers when I know which I'm using

    See any problems with creating the above?

    Posted in: General Chat
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    posted a message on Tutorial Request

    @vjeux: Go

    AI is something that I will be working with in depth soon. Controlling attack waves, what units are attacking, how often - all by setting the AI for a working, computer controlled base as opposed to create units - order units to attack like in TD maps. Also things like having a computer player attack only with air or start off being fairly passive and gradually getting more aggressive. I have not yet found a tutorial for this so if anyone knows of one already in existence, please let me know.

    Posted in: Tutorials
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    posted a message on Mining allied minerals

    When two allied bases are nearby, workers from one base will gather whichever mineral like the like, despite any blocker put in the way to stop this. Anyone have any ideas on how to control where the workers are gethering?

    Posted in: Triggers
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    posted a message on Bunker load not working properly

    I have scripted my initialisation trigger so a race can be selected in game and a small base will spawn relative to the selected race. (I would prefer if this could be relative to the race selected in the lobby and not from a dialog in the map but I can find no event, nor any tutorials for this can anyone help ?)

    My problem is, I have set an action for my spawned infantry to enter a bunker, the trigger is, as far as I can tell, correct yet only one unit enters the bunker when I run the map, the rest just stand there kicking their heels.

    Apparently my picture doesn't want to display so this is the script, anything look wrong to you pros ? (P1 bunk is a point directly at the centre of said bunker)

    Repeat 3 times: Order (closest unit to [P1 bunk] in (bunker units in (entire map) owned by player any player matching Required: structure targeting (closest unit to P1 bunk in (any units in (entire map) owned by player (triggering player) matching excluded: mechanical, structure with at most any amount))) (replace existing orders)

    This action is placed at the end of a long list of "create units" actions in my initialisation trigger which is triggered by the selection of a race.

    Bunker load trigger

    EDIT: Solved, using "create cargo units" action.

    Posted in: Triggers
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    posted a message on [Trigger] Make a dialog for race/class selection.

    Maybe I'm just being dumb but when I select the variable there is no option to for "last created dialogue" there is just... Count of list items Dialogue channel Dialogue height Dialogue item hight Dialogue item offset X/Y Dialogue Item width Dialogue Offset X/Y Dialogue Width Selected list item where am I going wrong here ?

    Posted in: Tutorials
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    posted a message on Proposal for a next gen. base defence map - please read and critisize

    To the revered artisans of SC2 Mapster.com.

    If you do not want to hear me harping on about who I am, please skip to the "The concept..." section, thank you.

    I am in the gold 1v1 ladder but I also play a lot of custom maps. I am partial to a few rounds of TD, a couple of tug maps and I am a big fan of the Special Forces genre. I also play some marine arena and whilst I like the base defense genre, I have not yet found a map I am satisfied with.

    I played brood war all those years ago and, being fairly young, I was more into UMS maps than ladder play back then. I was fairly profficient in the use of StarEdit and made a small campaign plus attempting a TD map.

    Over the last few weeks I have been playing with the Galaxy Editor, I've made a melee map and worked through a couple of tutorials on the use of triggers and functions. I would like to say that I'm loving it: the publishing system, the complex trigger editor and the versitility of the data editor. However, I still feel quite daunted by the scripting and I need to learn more, my main problem being understanding the programming jagen. (if anyone knows of a glossary, please post below)

    Despite my lack of knowledge when it comes to scripting triggers, I am keen to take a leap into this esoterical world and try my hand at creating a nicely polished custom map.

    The concept...

    I would like to create an epic base defence map and I believe I have a winning formula. The first draft of my plan so far breaks down like this. The basic premice of the map is a large battle beginning (for the human players) with a little more than the standard melee default, and having alot more to it than a standard melee game, while not moving far away from the type of play StarCraft 2 players are familiar with.

    I would like this map to look natural and pretty, there is not need for a base defence map to look minimilist and boring.

    Why it's going to be addictive and successful?

    (excuse me while I digress for a moment)

    Let's look at Call of Duty Modern Warfare. Yeah, it's a pretty good FPS but why did I waste hundreds of hours of my life playing it? Because whilst I'm playing the same levels over and over again I'm playing for experience, that experience gets me better weapons so I play all night because I want my ACR with fall camo and extended mags god damn it!

    Back to starcraft and looking at the ladder, the pretty emblems we get to show our leage, the cool avatars we are awarded for winning 200,000,000 games as protoss, these acheivements that we can parade on our customised profiles for all the world to envy. They are all here to make us want to play more games, and play better. So what about custom games?

    Night Special Forces has been the top featured custom map for a good while now and it is still popular. It can take 3-5 hours to complete and the vast majority of that is taken up by farming huge, identical waves of units until your Reaper has 25,000 kills and is basically an omnipotent being. Each difficuly level you complete on NSF gets you two new protoss units FTW and so with each set of units, you have a slight advantage with which to complete the next difficulty level. Personally, as soon as I saw someone swanning around with a Stalker, I said to myself "there is nothing more important to me right now than playing this game until my eyes bleed so I can have that Stalker!

    It is this principle from NSF that I am really inspired by. But what can we gain from completing this epic base defence on 'easy mode'? I'm thinking things like static defence upgrades at first (bunker turrets, low hp lurkers, parhaps the good old sheild battery) maybe the automated Refinery tech. (assuming auto Assimilator/Extractor can be created in the data editor) Perhaps eventually you can spawn a leviathon from your hatchery, call in an Odin-dropship from the command center and...erm...I'll lock the mothership until then. In fact why not gain an achievement for things like taking out the first three bases within the first half an hour? Why should completing every difficulty be the sole goal? If you've ever played NSF you'll be familiar with this conversation.

    Noobster92: 0-o OMFG how do I build Leviathon!?!?!?
    TotalPrO: Beat insane difficuly ^^
    Noobster92: xD ok!

    The details...

    4 players sharing one base

    The base will have two main chokes plus one at the rear. Resources will be well stocked but not infinite and definately not in straight lines at a right angle. I have devised terrain pattern whereby the players can expand to a natural and effectively take thier choke with them, this will be aparrent when I draw up a slightly neater plan than the scribblings I am currently working from. I will need to script the initialisation trigger in a way that enables players to select a race in the game lobby, while still spawning on the map with a few extra buildings and a simple defence.

    6 opponents, 3 races

    The opponents will consist of three large bases, one of each race, with and a unique structure at the back which is to be destroyed and quite possibly one or two heroes to battle along the way. Also, there will be three smaller bases (again one of each race) with similar contents to the large ones, but a little toned down. It may be necessary to use building invulnerability to control the order in which the players battle through the map.

    Melee gameplay, with a custom twist

    While six enemy bases will be more than enough trouble for four players, I would also like some scripted play from the computer opponents. At a random time (somewhere after the first four minutes and before the ten minute mark) one of several early harass functions will execute. This will most likely be either a nydus worm and some zerglings, a few reapers or even a cannon rush from the protoss. These will be aimed at the mineral lines, of course. Regardless of what has built-in AI scripts and what needs to be scripted from scratch, I would like this to continue throughout the game with psi storm drops, banshees, possibly even the odd thorship. All of these events will be randomly selected and occur at random intervals but with set bounds. (i.e. no mass recall of a huge protoss army straight on to the mineral line in the first few minutes of the game) This way the map can be played multiple times, without the player knowing what is coming.

    I believe that, if my vision of this map can be even vaguely realised, it will be a success. I hope that if you are even half as exited about this idea as I am, you have been convinced of it's potential too.

    Feedback...

    As I said before, I am relatively inexperienced with the galaxy editor which is why I will need you help and constructive criticism.

    Can all my ideas be brought to life with the Galaxy Editor?

    Is this map way too ambitious?

    Should I just give up now and while away my free time cannon rushing in 4v4 ladder instead?

    I am aware that all good custom maps have input from multiple creators and testers so anybody who is willing to help, advise, criticise or just tell me that I'm a noob and I'm in way over my head please comment...

    Thank you for taking the time to read this.

    Posted in: General Chat
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