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    posted a message on Map Outliner

    I'm taking a look into the scrum methodology. From what I saw it seems pretty much on par with what I want to implement.

    Posted in: General Chat
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    posted a message on Map Outliner

    Thanks for the edit, I was running out the door when I thought, "I should really get some extra input on this."

    Quote from Mozared: Go

    Your project sounds interesting, but what exactly are you talking about?

    Whenever I made maps for WC3, I always had a big problem with leaving them unfinished. Why? I would get an idea and just start pounding out terrain and data without an inkling of thought. So naturally, I would have major issues like "I really think this terrain would have been better". "I don't like this or that." Working with other people, I saw that I wasn't the only one. I kept asking myself, "Why did you think this was a good idea?" I'm hoping that this will really cut down on poorly executed mapping, as well as helping others just organize their stuff.

    Quote from Mozared: Go

    Is this going to be something like a flash program that asks me certain questions about my map and consolidates my answers in one neat file so I can keep track of everything while mapping? Or are you talking about 'outline' in the simplest sense of the word, where you basically write a short essay with guidelines how to approach mapmaking?

    In short, yes. It probably won't be flash, but something similar to it. (still working out the nitty-gritty) You will answer several questions, and the result will be a printout. As of right now, it will probably be more of a simple outline. I might integrate something on the lines of allowing one to perhaps draw a minimap view, but nothing to the extent of producing a sc2 file with that map outline.

    Posted in: General Chat
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    posted a message on Map Outliner

    So I'm working on a project that is basically going to help one really plan out making a map. Just in the same way that one would make an outline for a paper, this will do the same for mapping to give people something to refer back to. So that said, I wanted to pose questions and give a whole bunch of information to people in a hope that they might produce more cohesive maps. With that said, here are some of the main points I'm making.
    -Game type(TD, Co-op,etc.)
    -Map Size(directly related to type)
    -Terrain(provide larger images of each, in game)
    -Number of Players
    -Who is your audience?
    -What distinguishes your map?
    -Other-Do you plan on implementing heroes? (these will come with links to tutorials pages)

    If you have any other ideas, suggestions, let me know.
    (note: this is not going to be implemented within the game, but simply as probably a single webpage)

    Posted in: General Chat
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    posted a message on Using portraits for transmissions / cinematics

    With my most recent map I found that letting the duration expire was the easiest way. This throws the timing off for whatever reason. If you're having problems getting them to disappear, I find the easiest way is to set it to a local/global variable and delete. (Last created unit) and other functions like that are unreliable. However, I don't remember there being a destroy portrait action.

    Posted in: Triggers
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    posted a message on Publishing issue

    Just an update. I put in another ticket trying to get my deleted maps restored, and the GM addressed the issue. If you run the editor under administrator, it solves this memory issue. Hope this saves someone else a lot of time and heartache.

    Posted in: Miscellaneous Development
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    posted a message on Publishing issue

    @b0ne123: Go

    They're not full at all. And the ticket just said they don't help with any issues related to the editor. It does seem like a bug, just don't know how to go about fixing it.

    Posted in: Miscellaneous Development
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    posted a message on Publishing issue

    So, I'm trying to publish my map, but I'm getting an issue "there is not enough space on this account" or something like that. Now, I've published previous maps no problem. For instance, I published SUCHANDSUCH and SUCHANDSUCHBeta because I wanted to make it public. Well, I deleted these maps from the Manage Publish, but I still can't publish the newest version of my map. Has anyone had this problem or a possible solution? I've tried restarting, and I even put in a ticket to B.net which was a total waste of time. Jw if there is a way to publish without making a new B.net account.

    Posted in: Miscellaneous Development
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    posted a message on Jumping Behavior

    @Neonsz: Go

    I used this for another unit, so it basically acts like a colossus. I'm going to mess around a little more with it.

    Posted in: Data
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    posted a message on Jumping Behavior

    So I'm trying to attach a jump behavior to my jetpack item. I guess I'm a bit confused about the Reaper-Jump behavior. I thought the worst of my problems would be a changing between actor models when my unit was jumping, but I can't even get the unit to move up and down. Any suggestions would be great.

    Posted in: Data
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    posted a message on Better wander AI

    So I'm trying to set up my attacking units to move to all areas of my map. Here's my current code:

    Unit - Order (Picked unit) to ( Patrol targeting (Random point in (Entire map))) (Replace Existing Orders)

    This works sufficiently for getting my units to populate a good portion of my map. However, as you may have guessed, the units congregate towards the center of my map, despite the fact that they spawn from the sides. If there is a better solution to wandering, I'd like to get units out towards the outskirts too. Otherwise I'll just have to send special units to patrol the outskirts, which isn't awful. Just wondering if anyone has tried something different.

    Posted in: Triggers
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    posted a message on All units of type condition

    @stevehammon: Go

    Thanks, this was much more of what I was looking for.

    Posted in: Triggers
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    posted a message on All units of type condition

    Thanks guys, I'll be trying both methods.

    Posted in: Triggers
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    posted a message on All units of type condition

    I'm working on a map to make it where after you kill all units of a certain type it will trigger the actions. I couldn't find anything specific so I just added them all to a unit group and checked to see if that unit group = empty unit group. This doesn't work. Is my logic here wrong? and if so, what would be the best way to go about something where the last unit of type is killed, do something.

    Posted in: Triggers
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    posted a message on Inventory and unit flag issue

    bump.....

    Posted in: Data
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    posted a message on Inventory and unit flag issue

    I have two little issues, that are just confusing the heck out of me. The first is with inventory/items. I went through the video tutorial for creating units, but I must've missed some little detail. Here's what my map is doing. I have a bunch of weapon class items placed around my character that will pick it up. My inventory is made and seems to be functioning, but I'm having an issue. My character will pick up the first weapon and put it in the right equip slot. But when I try and pick up another item, same type, it doesn't put it in my other not-enabled bag. However, I can move an item from my equipment bag into my auxiliary bag without issue, and then pickup a weapon to my equip.

    Second issue should be a quick one. I made a unit, and gave it the model Char Blister Egg. I try to attack this unit, but it says it can't because it's not a "ground" unit. Well, I use a marine to attack, and it just walks up to it, refuses to attack. Not sure which flags to change, but it seems to be an issue with the model, so I'm not sure.

    Any Help would be great, sorry to bother you guys on thanksgiving.

    Posted in: Data
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