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    posted a message on Question about multiple condition checks

    @Enexy: Go

    yes my method's only plus was to make the code a bit neater

    I think the answer has pretty much been said over a few posts from what I can see though.

    Set up a trigger called Flame Wall, make sure it has no event and make sure the trigger only references global vars, e.g. assign the players unit to a global var, assign the player into a global var when it presses the hotkey button etc. so now you have a trigger, assign it to a variable. now when someone chooses flame wall as hotkey 2, reference the trigger var to that hotkey and then when someone presses it, it will run the Flame Wall trigger.

    that way should eliminate any mass condition if/elses or swtichs etc and having no events in the 500 triggers will make sure you are not wasting space with them.

    Posted in: Triggers
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    posted a message on Question about multiple condition checks

    when a player assigns a spell to position two for example, can you not set a variable like:

    hotkey_var[player][hotkey number] = "flame wall";

    then when a player presses this hotkey you can run an action definition passing hoykey_var and the triggering player and use a switch to then make the player cast flame wall etc

    I can of course elaborate more if you wish.

    Posted in: Triggers
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    posted a message on Question about multiple condition checks

    generally speaking from what I know from reading some other posts and from other people's experience it's not great to split triggers up and have loads of small triggers. however, over 500 condition checks seems a little on the heavy side. what you could probably do is clean up or improve the way you are trying to solve your problem.

    e.g. by using function(s) to break up some of the work etc

    if you explain what you are doing in more detail then i'm sure others or my self can help more

    Posted in: Triggers
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    posted a message on Are you a true sc2mapster? Find out here!

    I might have skipped it by accident but I'd have liked to have seen what I got wrong and right etc and maybe questions I didn't get etc? All in all a cool little quiz :)

    Had it been more knowledge than memory I don't think I would have got anywhere near what I got but thankfully I have a good memory :D

    Posted in: General Chat
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    posted a message on [Warlords ORPG] - Official Thread

    I'm fairly certain you can simply disable it through the normal UI trigger, although you can definitely do it easily through the sc2layout files.

    In regards to the game, it's looking great, glad you are working on it again. I do agree with what someone else said though, it would be better to see some other background to Zeratul rather than the creatures' red spiney thing.

    Posted in: Project Workplace
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    posted a message on [Video] SC2 Prophunt - New custom map beta test

    @Keyeszx: Go

    well i hope you at least give it a go once ;)

    i wanted to take it out of third person, not only for the fact that bounty already did that, but because I don't like using the starcraft engine to do things it wasn't really made to do, plus as we all know wasd movement is a nightmare. the challenge then was to come up with a gameplay mechanic using the bird's eye view, which i have done. Once I'm back I will post up a lot more details about the gameplay elements and also the future aims of the project, and hopefully a proper test video with 10 or more people.

    @Bounty_98: Go

    good i'm glad =)

    @cookies4you: Go

    it's a toss up between damage at the moment regarding the flame thrower range. you don't actually get 100% damage from it, you only get damaged by each fireball that hits you, and then the burn damage is quite low. the shotgun is really the killing tool in this version as it actually takes some skill to aim and hit and predict where they are going. this way the mechanic plays out that you flush the props out with the flamethrower for a smaller amount of damage then try to hit them with the shotgun. I've only ever tested this on a 10-14 player map with about 5 people though so I'm not too sure how it works yet, the first beta will be EU but I will be either buying a US version or getting a US uploader asap.

    Posted in: Map Feedback
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    posted a message on [Video] SC2 Prophunt - New custom map beta test

    @Bounty_98: Go

    yea i'm aware you were mate, but it was clearly a joke comment on his part, you don't need to go posting videos on my thread (which was asking for help from EU players). If I had done the same to you I'm sure you'd have been just as displeased as me.

    In any case, did you release your map on EU, I wouldn't mind giving it a go to see how you did the flame thrower and some of the round mechanics etc

    It may not be how you intended to come across, but I got the impression it was a case of you thinking i was copying your map, or creating a map that was already 'done'. I don't get why this community seems to look down on other projects which are similar, e.g. tofu and smashcraft - massive argument threads on that one. Besides, we have both simply stolen an idea from TF2. I understand that you may not have wanted it to come across like that at all, but it did, anyway I'm not in some rage or anything, just in future don't post on a thread where you aren't being helpful imho, I'd rather have no replies than a load of crap about another map on my thread!!

    Posted in: Map Feedback
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    posted a message on [Video] SC2 Prophunt - New custom map beta test

    @Bounty_98: Go

    From my knowledge you never even got your map out of beta and it's US only? And did you not lose all of these maps from your HDD and therefore have no chance of ever updating it?

    I also dislike trying to do something with StarCraft that it was not built to do (3rd person, WASD), I intend to give players a different experience to your map rather than have a third person melee game which impacts gameplay and frankly looks a bit crap. I mean you can't even shoot the doodads lol, and don't get me started on the lack of a flame thrower and screams! :D ...and you just stole the music that TF2 used.. wow.. original.

    Don't get me wrong either, I knew about your map (even thought about mentioning it) and I didn't care that I had done something similar, need I even mention the various "clones" of other games on Bnet? I don't really see the relevance of your post, the relevance of your video or anything you have said in this thread? I'm EU and it states that clearly, so if you are US how can you possibly test? Just run along now kid, your input is neither required nor wanted if all you can post is what you have =)

    @zeldarules28: Go

    Yea I took inspiration from what I didn't like about Bounty's map and what I did like about TF2 Prophunt. I'll see about getting it tested at EU map night and go from there =)

    Posted in: Map Feedback
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    posted a message on [Video] SC2 Prophunt - New custom map beta test

    Intro

    Hey guys, just thought I'd see who I could get interested in an EU beta test of a little map I was doing just to play around with the editor. It turns out it was quite fun so I decided just to polish it up a little so it was actually playable.

    I'm going to be away for the next few days but next weekend (10th) I'd love to try to get a few people together to give it a proper stress test rather than just a few of my mates.

    Details

    It's basically Prophunt from TF2, made into an SC2 custom map, plain and simple. So far it's just one arena and probably quite buggy but it's got a couple of nice features like a flame thrower and a shotgun which actually require some skill to aim, and it's got some funny sounds like the TF2 version.

    Video

    Here's a little video I did to give people an idea of the gameplay, it's not quite the latest version so some bugs have been fixed already =)

    Embed Removed: https://www.youtube.com/v/Afytkmt8_r0?fs=1

    Beta test

    Let me know if you would like to get in on the beta or simply just watch this thread as I'll bump it when I'm back with a time/place

    Posted in: Map Feedback
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    posted a message on Map of the Week [Waiting new system before complaining]

    @Eiviyn: Go

    so a few people get irritated, who cares, the general population probably wouldn't even notice. it's better to try and fail, than not to try at all.

    and if you don't think mafia is a good choice/idea, care to share what you would do?

    Posted in: General Chat
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    posted a message on Map of the Week [Waiting new system before complaining]

    Did he really call me dyslexic lol? I hope I get the 100 points as well :P

    Posted in: General Chat
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    posted a message on Map of the Week [Waiting new system before complaining]

    @thepumaman1: Go

    i'm not saying i don't care, i'm just a little fed up of most of this thread being an argument over maps. they are the least of the worries at the moment. if we can't get this idea to page one then we could put any map in and it would make not one iota of difference because, you guessed it, no one would play it.

    Posted in: General Chat
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    posted a message on Map of the Week [Waiting new system before complaining]

    @xSun: Go

    just to add into this argument :D taco is just getting frustrated that you can't seem to understand his point. can i please tell you as well that I don't really believe you understand the concept, I've looked at what you have written and I can tell you straight up you're missing one vital point at least and saying something like 'if mafia blah blah... i'm done with this' sums up why you don't get it.

    it's nothing to do with mafia being 'better' than battle planets or any other map for that matter, it's for the simple reason that the best advertisement for MOTW is using that of a map that is ALREADY popular. you can then use this popularity to make battle planets be on page one, do you understand that concept?

    remember, this is map of the WEEK, not 'the one and only map that will ever be in rotation ever map'. battle planets will get it's turn as will everything else you like and don't like. it's almost irrelevant voting for something, it should just be a fucking random pool for all i care. it would almost be better to replace mafia with something terrible to see what it does to the popularity!

    /tacodefenceover

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #45: Haunted Forest

    @Zarakk: Go

    love it ;)

    Posted in: Terrain
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    posted a message on Dota 2

    @ProzaicMuze: Go

    out of interest, are you like a business studies student etc, or do you speak from experience from owning a business? I mean specifically owning, not being a manager, as in are you or have you been a director of a limited company etc?

    Posted in: Off-Topic
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