• 0

    posted a message on Patch 1.4.0 Is out ...

    @o3210: Go

    Nice to know...this neither does answer my question. Maybe so else will answer who takes this issue serious ;)

    It seems they changed something so the Assets.txt does not work anymore. Anyone found out the reason ?

    Posted in: General Chat
  • 0

    posted a message on Patch 1.4.0 Is out ...

    @Bibendus: Go

    That means what ? So where else can I ask the question ?!

    Posted in: General Chat
  • 0

    posted a message on Patch 1.4.0 Is out ...

    Hey,

    does anyone have problems with custom resource icons ? I changed them via the Assets.txt workaround, but it seems this doesn´t work anymore :(. Could anyone solve the problem ? Thanks in advance !!

    Posted in: General Chat
  • 0

    posted a message on Lobby vs. Teams ingame

    Hey St1ps,

    I know this problem and to be honest: I had it the same way as you in my map first. It worked very well in the world editor from WarCraft III and I didn´t know better. Everything was set and the triggers were made for each player. And I had to redo every single trigger to make it work. I think there is no other way as you can´t change the player number by triggers. Sorry. Try to control the players by variables and change the owner of the units. There is no other way, unfortunately. The galaxy editor gives you more freedom, but this also means a lot more work :(

    Posted in: Miscellaneous Development
  • 0

    posted a message on I hate the lobby problems

    @St1ps: Go

    I wrote a tutorial on how to setup teams like they are ordered in the lobby, maybe it can help a bit:

    http://forums.sc2mapster.com/resources/tutorials/22435-setting-up-lobby-player-ingame-player-trigger/

    Posted in: Miscellaneous Development
  • 0

    posted a message on Lobby vs. Teams ingame

    @St1ps: Go

    I wrote a tutorial on how to setup teams like they are ordered in the lobby, maybe it can help a bit:

    http://forums.sc2mapster.com/resources/tutorials/22435-setting-up-lobby-player-ingame-player-trigger/

    Posted in: Miscellaneous Development
  • 0

    posted a message on Setting up "lobby player = ingame player" trigger

    As I saw more and more mappers having problems with lobby players = ingame players, I decided to make a little tutorial for a specific setup:

    2 teams, each has 7 players and one player of each team is a computer.

    There it is:

    First, check your "Player Properties": The only thing you have to edit here is the "Control" Tab: in this setup, player 1-14 must be set to "User" (also the computer-controlled players) Leave everything else as it is. So for other team setups: always set it to "User" if it is player or computer controlled.

    Then go to the "Game Variants" Tab.

    Set the "Game Type Tab" to:

    Game Type: Custom*

    Mode: Custom

    Max Team Size: 2 (change it to something else if you have more than 2 teams)

    Set the "Game Attributes Tab" to:

    Locked Alliances: "Yes" and "Locked"

    Set the "Player Attributes Tab" to:

    Teams: 2 Teams and Locked Teams (also here, change it to more than 2 teams, if you have more)

    You should have 14 players in total showing up in this screen. Change all the controller slots to "Open".

    Now you need variable of type "Integer" called "OnTeam" with an array of 14 (number of players, included computer controlled).

    Then create a new variable of type "player group" with the name "Player Group Terran Leaderboard" and another one with the name "Player Group Protoss Leaderboard", both with an array of 6 (User-players per team, also shown in the ingame-leaderboard).

    Then you need another "Integer" variable called "Teams" with the initial value of "2" (or total number of your teams) and two more "Integer" variables called "Player Integer Team 1 Terran" and "Player Integer Team 2 Protoss", both with an initial value of "1". If you have more than 2 teams, again, create more integers of that type.

    With this trigger, you can save the lobby setup in the game.

    Team Trigger
        Events
            Game - Map initialization
        Local Variables
            Team = 0 <Integer>
            Player = 0 <Integer>
        Conditions
        Actions
            General - For each integer Team from 1 to Teams with increment 1, do (Actions)
                Actions
                    Player Group - For each player Player in (Players on team Team) do (Actions)
                        Actions
                            Variable - Set OnTeam[Player] = Team
            Player Group - For each player Player in (Active Players) do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            OnTeam[Player] == 1
                        Then
                            Player Group - Add player Player to Player Group Terran Leaderboard[Player Integer Team 1 Terran]
                            Camera - Apply Hero Selection - Ranger for player Player over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
                            Variable - Set Player Integer Team 1 Terran = (Player Integer Team 1 Terran + 1)
                        Else
                            Player Group - Add player Player to Player Group Protoss Leaderboard[Player Integer Team 2 Protoss]
                            Camera - Apply Hero Selection - Assassin for player Player over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
                            Variable - Set Player Integer Team 2 Protoss = (Player Integer Team 2 Protoss + 1)
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Protoss Leaderboard[2]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Protoss Leaderboard[3]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Protoss Leaderboard[4]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Protoss Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Protoss Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Protoss Leaderboard[3]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Protoss Leaderboard[4]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Protoss Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Protoss Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Protoss Leaderboard[4]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Protoss Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Protoss Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player (Player 1 from Player Group Protoss Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player (Player 1 from Player Group Protoss Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[5]) and player (Player 1 from Player Group Protoss Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[4]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[4]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Terran Leaderboard[5]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player 13 and player (Player 1 from Player Group Terran Leaderboard[1]) treat each other as Ally With Shared Vision
            Player - Make player 13 and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Ally With Shared Vision
            Player - Make player 13 and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Ally With Shared Vision
            Player - Make player 13 and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Ally With Shared Vision
            Player - Make player 13 and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player 13 and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player 14 and player (Player 1 from Player Group Protoss Leaderboard[1]) treat each other as Ally With Shared Vision
            Player - Make player 14 and player (Player 1 from Player Group Protoss Leaderboard[2]) treat each other as Ally With Shared Vision
            Player - Make player 14 and player (Player 1 from Player Group Protoss Leaderboard[3]) treat each other as Ally With Shared Vision
            Player - Make player 14 and player (Player 1 from Player Group Protoss Leaderboard[4]) treat each other as Ally With Shared Vision
            Player - Make player 14 and player (Player 1 from Player Group Protoss Leaderboard[5]) treat each other as Ally With Shared Vision
            Player - Make player 14 and player (Player 1 from Player Group Protoss Leaderboard[6]) treat each other as Ally With Shared Vision
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[1]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[1]) and player 13 treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[1]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[2]) and player 13 treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[1]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[3]) and player 13 treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player (Player 1 from Player Group Terran Leaderboard[1]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[4]) and player 13 treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[5]) and player (Player 1 from Player Group Terran Leaderboard[1]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[5]) and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[5]) and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[5]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[5]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[5]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[5]) and player 13 treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[6]) and player (Player 1 from Player Group Terran Leaderboard[1]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[6]) and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[6]) and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[6]) and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[6]) and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[6]) and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Enemy
            Player - Make player (Player 1 from Player Group Protoss Leaderboard[6]) and player 13 treat each other as Enemy
            Player - Make player 14 and player (Player 1 from Player Group Terran Leaderboard[1]) treat each other as Enemy
            Player - Make player 14 and player (Player 1 from Player Group Terran Leaderboard[2]) treat each other as Enemy
            Player - Make player 14 and player (Player 1 from Player Group Terran Leaderboard[3]) treat each other as Enemy
            Player - Make player 14 and player (Player 1 from Player Group Terran Leaderboard[4]) treat each other as Enemy
            Player - Make player 14 and player (Player 1 from Player Group Terran Leaderboard[5]) treat each other as Enemy
            Player - Make player 14 and player (Player 1 from Player Group Terran Leaderboard[6]) treat each other as Enemy
            Player - Make player 14 and player 13 treat each other as Enemy
    

    What I did: Player Group Terran Leaderboard [1] is always treated as the first player in the game lobby.

    So the game lobby is the same as this player list:

    Team 1:

    Player Group Terran Leaderboard [1]

    Player Group Terran Leaderboard [2]

    Player Group Terran Leaderboard [3]

    Player Group Terran Leaderboard [4]

    Player Group Terran Leaderboard [5]

    Player Group Terran Leaderboard [6]

    Team 2:

    Player Group Protoss Leaderboard [1]

    Player Group Protoss Leaderboard [2]

    Player Group Protoss Leaderboard [3]

    Player Group Protoss Leaderboard [4]

    Player Group Protoss Leaderboard [5]

    Player Group Protoss Leaderboard [6]

    As you can see, all players in team one in the lobby will be taken to the terran hero camera, and all other players apply the protoss hero camera.

    Best thing is: as host you can drag players to other slots in the lobby and the computer players are hidden. If you unhide them, the host could drag the computer player from team 2 to team 1 and thats...bad. So, better hide them. I also know that this trigger is very long and checks every alliance treatment of each player. But I tried it with a simple "Treat each player in player group as" Trigger and it didn´t work ! So I had to do this, sorry guys :P

    Note that triggers that influence specific players, have to be setup for every single player (in this case 1-12 (13 and 14 are Computer controlled)), as you can´t know who is who in the game lobby. Each player gets his player number in the order they join the lobby. This means that you have to change the owner of specific units or buildings, that are already built on map initialization by using the player variables "Player Group Terran Leaderboard [1] " and so on. (always remember that and work with them !)

    I know, it´s complicated and I´m sure that I could shorten this trigger a bit. But I tried every single compilation of active players and it works like a charm. So give it a try. :) Feel free to ask me, if you need help.

    Thanks to Grimshad for his help, as he showed me this method !!!

    Posted in: Tutorials
  • 0

    posted a message on I hate the lobby problems

    @Lonami: Go

    There is a trigger function that can handle that problem. I´m not at my desktop pc, but I will answer asap. It´s very simple.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Some questions...

    Hi

    How can I create an effect by using a trigger ? I need a visual effect on a unit when it is entering a region. So I created a dummy damage effect, an actor of type model and in the event tab I added something like this: Effect.myeffect.Start , Create. I changed the model in the actor and created a trigger that executes the effect when I write something in the chat window. But all I get is a strange message in the chat area.

    How can I create simple visual effects by using triggers ? Can anyone give me a short example on how to do this ?

    Thanks in advance !

    Posted in: Miscellaneous Development
  • 0

    posted a message on Some questions...

    After more testing I got a strange problem concerning hero icons.

    Does anyone know how to create a custom .dds file as a heroicon ? I imported a custom hero image 80x80 dds-file with a black border (like the already existing ones) and changed the image in the actor under "ui_heroicon" to my imported image. The image is showing up ingame, however, it´s very very blurry and you can see the black border of the image behind the hero icon border a bit. So...there is some tweeking needed. Any ideas ? Thanks in advance !!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Custom Inventory Tutorial - 6 Slots, always open

    Ok, so I tried different settings for the inventory and decided to post my final inventory configuration, that will not be screwed up when changing the resolution. Use these commands for your Layout file:

    <Desc>
      <Frame type="InventoryPanel" name="GameUI/UIContainer/ConsoleUIContainer/InventoryPanel" file="GameUI">
        <Frame type="CommandTooltip" name="InventoryTooltip">           
          <Anchor side="Bottom" relative="$parent" pos="Max" offset="-260"/>          
          <Anchor side="Left" relative="$parent" pos="Mid" offset="-20"/>           
          <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
        </Frame>    
    
        <Frame type="InventoryContainer" name="InventoryButtons">            
          <Anchor side="Bottom" relative="$parent" pos="Max" offset="-255"/>
          <Anchor side="Left" relative="$parent" pos="Max" offset="-470"/>
    
          <Frame type="CommandButton" name="Button05">
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="-28"/>
            <Anchor side="Right" relative="$parent" pos="Max" offset="-20"/>                
            <Width val="60"/>               
            <Height val="60"/>
          </Frame>
    
          <Frame type="CommandButton" name="Button04">
            <Width val="60"/>              
            <Height val="60"/>
          </Frame>
                
          <Frame type="CommandButton" name="Button03">                
            <Width val="60"/>
            <Height val="60"/>          
          </Frame>
               
          <Frame type="CommandButton" name="Button02">
            <Width val="60"/>
            <Height val="60"/>
          </Frame>
               
          <Frame type="CommandButton" name="Button01">              
            <Width val="60"/>
            <Height val="60"/>
          </Frame>        
    
          <Frame type="CommandButton" name="Button00">
            <Width val="60"/>                
            <Height val="60"/>
          </Frame>
               
          <Frame type="Frame" name="ContainerSizeFrame">
            <Anchor side="Top" relative="$parent/Button00" pos="Min" offset="-50"/>
            <Anchor side="Bottom" relative="$parent/Button00" pos="Max" offset="10"/>                
            <Anchor side="Left" relative="$parent/Button00" pos="Min" offset="-30"/>
            <Anchor side="Right" relative="$parent/Button05" pos="Max" offset="10"/>
          </Frame>
                            
          <Frame type="Image" name="BackgroundImage">               
            <Anchor side="Top" relative="$parent" pos="Min" offset="15"/>
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="2"/>
            <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
            <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>               
            <Texture val="@@UI/RevealPanelBorder"/>
            <TextureType val="Border"/>
            <RenderPriority val="500"/>           
          </Frame>        
    
        </Frame>   
      </Frame>   
    </Desc>
    

    This is a Sotis like position, however, the Slots are bigger and it is surrounded by a nice racial based border. Have fun with it ! :)

    Posted in: Tutorials
  • 0

    posted a message on Custom Inventory Tutorial - 6 Slots, always open

    @HatsuneMikuMegurine: Go

    I couldn´t find any entry about alliance behaviour in the ability. But I think you could create a dialog with 6 Inventory slot graphics and then only show them when you select an enemy hero. So you link the appropriate icons of the different items in the slots and show them in the dialog.

    Something like this:

    Event: Unit is clicked

    Condition: Owner of triggering unit == triggering player : false

    Action: Show Dialog

    If: item type in slot 1 == "Item" then: Show image "image for the appropriate item in dialog Enemy Inventory"

    Show Dialog "Enemy Inventory"

    It may be a lot of work though.

    Posted in: Tutorials
  • 0

    posted a message on Map design approach
    Quote from TheZizz: Go

    1. Play the game in your head first, then when the pieces start to fit proceed to plagiarize yourself.

    2. Work toward building a playable prototype as quickly as possible so you know the score.

    3. Do not favor data editing over triggers. Figure out the best course of action for any given task and utilize it unabashedly.

    4. Cast the word "terrain" from your vernacular. Call it instead "level design" and keep it malleable and expandable as an extension of the core design. (In most cases I shy away from standard maps consisting of a single predictable zone.)

    5. Use everything at your disposal to steer the vibe in a lofty direction. If your game produces negativity and in-fighting from the players consider it a flaw in your design and go about rectifying it. Understand your power to inspire and alleviate.

    6. Don't be afraid to tear down what you've built. Keep every aspect of your map close at hand, and be eager to sacrifice them for the greater good.

    7. Break the rules.

    8. Don't downplay the importance of graphical effects as visual feedback. Use eye candy with all the same precision as a mathematical equation. Additionally, create eye-catching cutscenes/title screens to make players feel like they just stepped into another game.

    9. Make it simple but deep. Build something that is at once challenging and relaxing depending on the players' whims.

    Very interesting one. I agree most to TheZizz´s post.

    Generally I think it depends on one thing:

    Gameplay. The way you play the game. Because most mapmakers underestimate the fact, that terraining (which is mostly the first thing mapmakers want to finish - more or less) is very important for game balance. And if you start with the terrain first, you always have to remember, that the pathing decides how smooth the game actually flows. This is a very important point, because you will only recognize it subconsciously. And it directly affects the fun the game actually makes. If the gameplay is new and innovative, balance will decide if it´ll be successfull or not. That´s the reason why DotA hit the point. The map itself always has the same mirrored buildup, but this is the most necessary thing to make the gameplay actually work.

    So, ask yourself:

    1. How long is the distance between two points of interest on the map ?

    2. Is the game really flowing ?

    3. Do the players have to wait most of the time watching the unit running from A to B ? Mostly waiting for units to be trained ?

    4. Does the player Spawn-order really matter for the game balance ? Or are they just placed in one row ? This can change the priorities or orders which game element you want to add first very quickly.

    5. Also how are the game elements associated to each other ? Do you have a shop that offers upgrades to buy ? Or is it only possible to upgrade your items by killing creeps that drop "upgrades" ? Or do even the players drop upgrade items ?

    Do brainstorming. What do you exactly want to accomplish concerning key elements of the game ? Will they make fun at the end ? Why would you think it would be fun ? Write that down.

    Then I would strongly recommend to add every single key element like for example "Hero Selection", "Shop System", "Day/Night System", "Upgrade System" etc. step by step in a very rough form, starting with the most complex one. If you don´t you may run into a problem "Foolish Fool" mentioned in a previous post: most challenging key elements of the game may prevent any further progress.

    Things for yourself:

    1. Do what you want to do. I recommend making a short list every day you work on the map (like a checklist). It will be a great motivation having at least half of the list checked at the end of the day. Believe me, this works great ! Add at least one key element you are a bit afraid off (perhaps because you don´t know if it will work)

    2. Don´t go too much into detail. There is so much balancing and rework needed at the end anyways.

    3. If you get stuck, you can lose a lot of time. Don´t force yourself solving a problem. Half an hour research is enough. Just go off to the next step and write down, that you have to look up the solution at another time.

    4. Shorten delays. If you have a 30 second spawn timer, change it to about 5 seconds for testing. If you don´t you lose a lot of time just sitting there and waiting for the timer to expire, only to test if a unit will really spawn or not. But don´t delete them entirely as you always have to remember and calculate such game elements.

    5. Change video settings to avoid having long loading time for the map !

    6. Only add game content in little steps, don´t do an entire trigger page without testing it from time to time. Otherwise it may happen that suddenly something goes terribly wrong in your map. An error will occur or the editor crashes.

    If you work after these steps, you will have a working prototype very soon.

    And you will always be motivated to go on, as you avoided most situations where you loose motivation:

    1. You avoided being stuck more than half an hour for one problem ! You go over to the next step, but this one works straightaway. Motivation, yay !

    2. You add game elements you are really up for ! Motivation, yay !

    3. And: You changed video settings, timer delays and so on to test it over and over, seeing alle the progress step by step. And seeing progress means: Motivation, yay ! :D

    Motivating yourself is very important and it keeps your ideas fresh and innovative.

    And for the end of your map production: Think again of the flow , splash/strike factor and balance of the game. There are only few games out there, that take advantage of these veeeerrry important aspects of a game, that you only recognize subconsciously.

    And the funny thing is: There only has to be a freakin wrong-placed save spot or something like this that will cause demotivation and will make you quit the game for the moment.

    Best example is Darksiders: Analyse the game. Why is it so fun ? I rarely play a game at the hardest difficulty. I did it with that one. Mostly I start playing new games and only take from it what I think is "new" or "good" concerning the fun the game actually makes.

    These 3 things are essential for your successfull gameplay:

    1. Flow: Not to high learning curve for beginners. Is there enough content for advanced players ? Is the game speed ok ? Again, calculate distances units have to run from A to B.

    2. splash/strike factor: This mostly depends on effects and art in the game. Do you really "see" the effect of an ability ? Exagerate with effects ! Very bloody games take advantage of this aspect ! This also includes sound effects at the right spots !

    3. balance: And the good old balance. Test it over and over. And if it is nearly balanced perfectly -> test it again :) This also includes writing down the seconds a unit needs to run from A to B and so on.

    Did you ever look at the little graphic that changes over and over while loading the game in Darksiders ? Again, exagerated effects ! Also Bayonetta is a good example for that one.

    And it works in every genre. The gory finishing kills in Warhammer Dawn of War also contribute to that fun factor. So...

    This was a long one, but I hope it helps :)

    Posted in: General Chat
  • 0

    posted a message on Custom Inventory Tutorial - 6 Slots, always open

    Thanks for the positive feedback concerning this tut !

    I will add some pictures and edit the post in the next week or so. The resolution issue is...quite annoying. Some fixing is needed. Anyways, hope it helps you for your map :)

    Posted in: Tutorials
  • 0

    posted a message on Some questions...

    Ok, after some testing I recognized that some abilities don´t work anymore since patch 3.0. I have some effect-target abilities with a progress bar (5 sec.) that caused a trigger to run. However, these abilities didn´t work anymore (the unit didn´t start the effect). So I tried to add an effect (a random effect of type persistent) to it. Well, now, that I added an effect (which I don´t need though, as the trigger does the rest), the unit starts casting again. However, when I want to refer to the "Triggering ability target unit", it doesn´t work. I added another action like "create one marine at point" to see, if the trigger starts running, when i cast the ability. The marines will be created, but the "Triggering ability target unit" Part is ignored. Anyone had the same issue ? Do I have to add something to the effect, so the trigger can recognize the "Triggering ability target unit" ?

    Note: Before Patch 3.0 I could easily create a custom effect target ability, that works even without an effect in the Effect - Effect. Also the Trigger that referred to the "Triggering ability target unit" worked without problems.

    Update:

    Ok problem solved. I changed the effect type to "apply behaviour" and now the "Triggering ability target unit" Trigger function works fine ! Seems you can´t refer to this unit when the effect is only "Persistent". Strange !

    Posted in: Miscellaneous Development
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