@println , I have used this add-on a ton and just wanted to say thank you for making it. It is pretty amazing.
Anyway, on to my issue. Not sure if it is a Blender problem or something with the import tool. When i attempt to paint the texture (in uv mode or paint the mesh) it doesn't seem to be working properly. It will sometimes paint it, and it will always disappear on the model afterward. Here is a video:
Star Party has made the top 10 in the RTC contest. Just wanted to remind you that if you enjoy the game, please show your support by voting for the map at:
We've put a load of work into the game since the contest deadline. We have a fully built in-game terrain editor which you can load up, build your own game board, save it to your bank, then load the game board in multiplayer to play with friends. You can even build game boards collaboratively in multiplayer. Pretty fun stuff.
Also, please check out some of the other submitted games not on the Top 10 (Tessera, Mad Space, I could go on...). A lot of work was put into all those games, and most of them are fantastic.
Ran into the same issue with the infinite hangtime when it "checks dependencies". I waited for 45 minutes and after no update i just forced quit the editor.
What did work: I copied and delete all my triggers, updated dependencies, then pasted my triggers back in and it seems to work ok (aside from it taking forever to paste triggers back in). It seems to be checking dependencies by looping through all the triggers very inefficiently (hence infinite wait time).
I guess this is a workaround.. but its still a pretty lame bug. Hopefully this helps someone in the meantime until this is corrected by bliz
Hmm, this is working pretty well so far. A bit of overhead as you need to define the area the player can build, rather than defining where the player cannot build, which involves creating a lot of units which emit the power field. So far so good though, the power field visual is easily removed, power field unit hidden from minimap, etc.
Any ideas on how to emit a power field in the shape of a square rather than a circle with radius? Other than that, this is looking like a great solution.
Yes, after noodling around for quite a while, it seems triggers is the only way around this. Rather than having the placement model turn red to indicate you cannot build there (as it normally would), i had to lay over another actor on the terrain to show only for that player when the worker is selected (indicating a no build zone). Then additional triggers can take care of the build cancelling and refunding.
Kind of sucks there is no way to make building blockers on a per player basis, though i doubt its common enough to warrant building in a function to support it.
Thanks for your help guys, feel free to post another workaround if you can think of one, triggers are pretty jenky when using them like this.
Been looking into this for a bit now.. I have a region on the map in which i would like one player to be able to build/place structures in, and the opposing player to not be able to build/place structures in. So the placement would be possible for one player, and the second player structure placement would not be allowed.
As everything seems to indicate so far, building blockers apply globally to the terrain for all players without exception. Is there a way to create an exception and change the building blocker to apply on a per-player basis? I'm open for some high-touch workarounds (Invisible custom models, changing structure attributes, etc.) as it's a fairly important function.
I realize there are several ways to "check" for afk users (mouse click, etc). My question is what combination of checks is the most efficient to run while still having the AFK function working accurately. By "efficient" i mean that it wont lag or slow down the game because its running a trigger every .05 seconds.
Just wondering if anyone had an idea of the most efficient combination of checks to run which wont slow down the game and is still accurate.
I have an array in which i want to select randomly from 5 separate times with no repeat selections. The part that is puzzling in the editor is how to make it so the picks are at random, but still have it so there are no duplicate selections. So for example, i have an array (size of 24) and i am selecting a random integer, and then picking from the array (5 separate times):
So if i run that 5 times, obviously there is a high probability of duplicate selections from the array (a random integer is able to be the same each time it loops). Is there a way to set exclusions each time it loops so there is no repeat selections? In standard programming there are ways to shuffle arrays and such.. but i'm completely stumped in this editor.
I would like to export the existing unit textures that are used. So say i go to the medic and export the .m3 file, great, that works fine.. but how do i export the default .dds files for the medic? I cannot seem to find a place to do this within the editor.
Is it possible to parse bank files and store data to a mysql (or other) database? Not sure of the security/encryption of the data in the bank files. Figured i'd ask if anyone has tried before i dive into an attempt.
How do you store career stats, or ongoing global stats (not sure what they would be called). So, a player joins a game and is able to see his/her previous data (win, loss, score, etc) that was saved. Just need a push in the right direction, for some reason i can't find any good data/tutorials on this subject. Thanks in advance for any info on the matter.
0
@println , I have used this add-on a ton and just wanted to say thank you for making it. It is pretty amazing.
Anyway, on to my issue. Not sure if it is a Blender problem or something with the import tool. When i attempt to paint the texture (in uv mode or paint the mesh) it doesn't seem to be working properly. It will sometimes paint it, and it will always disappear on the model afterward. Here is a video:
Am i missing something small/dumb?
0
Star Party has made the top 10 in the RTC contest. Just wanted to remind you that if you enjoy the game, please show your support by voting for the map at:
http://us.battle.net/arcade/en/blog/14569682/top-ten-arcade-games-revealed-play-vote-win-7-8-2014
We've put a load of work into the game since the contest deadline. We have a fully built in-game terrain editor which you can load up, build your own game board, save it to your bank, then load the game board in multiplayer to play with friends. You can even build game boards collaboratively in multiplayer. Pretty fun stuff.
Also, please check out some of the other submitted games not on the Top 10 (Tessera, Mad Space, I could go on...). A lot of work was put into all those games, and most of them are fantastic.
Anyway,
Thanks everyone. Party on.
0
Ran into the same issue with the infinite hangtime when it "checks dependencies". I waited for 45 minutes and after no update i just forced quit the editor.
What did work: I copied and delete all my triggers, updated dependencies, then pasted my triggers back in and it seems to work ok (aside from it taking forever to paste triggers back in). It seems to be checking dependencies by looping through all the triggers very inefficiently (hence infinite wait time).
I guess this is a workaround.. but its still a pretty lame bug. Hopefully this helps someone in the meantime until this is corrected by bliz
0
@TheAlmaity: Go
Hmm, this is working pretty well so far. A bit of overhead as you need to define the area the player can build, rather than defining where the player cannot build, which involves creating a lot of units which emit the power field. So far so good though, the power field visual is easily removed, power field unit hidden from minimap, etc.
Any ideas on how to emit a power field in the shape of a square rather than a circle with radius? Other than that, this is looking like a great solution.
0
@DrSuperEvil: Go
Yes, after noodling around for quite a while, it seems triggers is the only way around this. Rather than having the placement model turn red to indicate you cannot build there (as it normally would), i had to lay over another actor on the terrain to show only for that player when the worker is selected (indicating a no build zone). Then additional triggers can take care of the build cancelling and refunding.
Kind of sucks there is no way to make building blockers on a per player basis, though i doubt its common enough to warrant building in a function to support it.
Thanks for your help guys, feel free to post another workaround if you can think of one, triggers are pretty jenky when using them like this.
0
@Spoolofwhool: Go
Any thought process behind this? Still searching for a solution.
0
Been looking into this for a bit now.. I have a region on the map in which i would like one player to be able to build/place structures in, and the opposing player to not be able to build/place structures in. So the placement would be possible for one player, and the second player structure placement would not be allowed.
As everything seems to indicate so far, building blockers apply globally to the terrain for all players without exception. Is there a way to create an exception and change the building blocker to apply on a per-player basis? I'm open for some high-touch workarounds (Invisible custom models, changing structure attributes, etc.) as it's a fairly important function.
Looking forward to hearing some ideas. Thank you
0
I realize there are several ways to "check" for afk users (mouse click, etc). My question is what combination of checks is the most efficient to run while still having the AFK function working accurately. By "efficient" i mean that it wont lag or slow down the game because its running a trigger every .05 seconds.
Just wondering if anyone had an idea of the most efficient combination of checks to run which wont slow down the game and is still accurate.
Thanks in advance. Hope that makes sense.
0
Long story short you guys are smart as hell.
Thanks for your help. As usual.
0
I have an array in which i want to select randomly from 5 separate times with no repeat selections. The part that is puzzling in the editor is how to make it so the picks are at random, but still have it so there are no duplicate selections. So for example, i have an array (size of 24) and i am selecting a random integer, and then picking from the array (5 separate times):
So if i run that 5 times, obviously there is a high probability of duplicate selections from the array (a random integer is able to be the same each time it loops). Is there a way to set exclusions each time it loops so there is no repeat selections? In standard programming there are ways to shuffle arrays and such.. but i'm completely stumped in this editor.
Thanks for the help in advance
0
I would like to export the existing unit textures that are used. So say i go to the medic and export the .m3 file, great, that works fine.. but how do i export the default .dds files for the medic? I cannot seem to find a place to do this within the editor.
0
Awesome, very helpful guys.. this forum is awesome :)
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@themusic246: Go
Is it possible to parse bank files and store data to a mysql (or other) database? Not sure of the security/encryption of the data in the bank files. Figured i'd ask if anyone has tried before i dive into an attempt.
0
@Nerfpl: Go
Ah nice, missing the keyword "banks" :)
Thanks for your help.
0
How do you store career stats, or ongoing global stats (not sure what they would be called). So, a player joins a game and is able to see his/her previous data (win, loss, score, etc) that was saved. Just need a push in the right direction, for some reason i can't find any good data/tutorials on this subject. Thanks in advance for any info on the matter.