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    posted a message on Nexus Word Wars was banned

    It's a converted database that exists as data in the map. The dictionary he uses is provided to him by someone else, and must first be converted into a database and triggers to be included with the map.

    I think that mapmakers should be responsible for their content; adding a word filter into the conversion script would be a simple exercise in programming. Regardless, I believe Blizzard has handled this very poorly.

    We should all pitch in to help, since I doubt there is going to be any assistance from Blizzard On High. Let us each post a word that Rodrigo can add to his list of "no-no words".

    pussy

    Posted in: General Chat
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    posted a message on "I bought the game for the editor" crew: check in!

    Count me in!

    Posted in: General Chat
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    posted a message on Monopoly

    Might I make your life harder suggest that the houses/hotels a player builds match their piece's race?

    Posted in: Project Workplace
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    posted a message on Lights Out (dialog style)

    I totally did not expect to receive a front page spotlight. >_>

    @Vicboy: Go As I mentioned earlier, this is in fact prototyping a system we'll be including in another project... namely the long-awaited RLFM for SC2. My brother and I are brainstorming gameplay ideas for the various jobs in the game, and Lights Out was one of them.

    @dra6o0n: Go Did you ever play Tank Battalion?

    Posted in: Project Workplace
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    posted a message on Lights Out (dialog style)

    Thank you for your interest, but truth be told this was in fact a sort of proof of concept for a puzzle I'd be including in my own map! I really admired your train system; that was another type of puzzle game I was considering including in my project, though I may end up with a much simpler implementation.

    Posted in: Project Workplace
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    posted a message on Lights Out (dialog style)

    http://www.sc2mapster.com/maps/lights-out/
    This is just a simple little map I whipped up as a bit of a programming exercise for myself. It makes use of Dialogs to recreate the handheld electronic game "Lights Out", where you try to turn all the lights on the board off. Flipping a single light on or off will also flip its neighbors, so some logic and thinking is required to solve each puzzle. While I originally created the map a week ago in three hours, I wanted to put in a solution-generating mechanism of some sort. After some research, I was able to port over C+ + code someone else had written based on a Whitman College professor's algorithm.

    All Triggers were done via GUI, though I had to write a C program to get something into a readable format for the solution-generating mechanism. There are few formal Trigger objects; most of the work is done through Action Definitions.

    Credits for the solution-generating mechanism:
    Based on C+ + code by Christopher Dannemiller
    Based on an algorithm by David Guichard

    Plans for the future:

    • Extensive documentation for the curious mapmaker's learning benefit
    • Alternate game modes
    • Custom game board dimensions
    • Non-dialog game board using in-map game units and explosions
    Posted in: Project Workplace
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    posted a message on Unit Train Icon

    Oh, I see now. It's something to do with the unit queueing ability/behavior, not the training ability itself.

    Note: The Buttons (what you used to assign to the Command Card for the Train ability) have an "Alert Icon" field that is separate from the "Icon" field. "Alert Icon" displays on the left side of the screen for notifications. I am unsure how the queueing behavior works with these fields.

    Posted in: Miscellaneous Development
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    posted a message on Unit Train Icon

    Damn, I remember setting this field but now I can't find it. It was something along the lines of "Alert Icon" in Table View.

    EDIT: Found it. "Alert Icon" is a Buttons property.

    Posted in: Miscellaneous Development
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    posted a message on Unit Train Icon

    Did you remember to set the icons for each of your custom units (their Actors, specifically)? The buttons used for training are part of the Command Card, and don't reflect what is actually assigned to the custom unit itself.

    Posted in: Miscellaneous Development
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    posted a message on How to get a single unit to move?

    Do you want to send the unit an order to move or to instantly move the unit?

    Posted in: Miscellaneous Development
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    posted a message on Dialog button tooltips, dynamic?

    You would probably have to use "Convert Integer to String", concatenate your strings, and then "Convert String to Text".

    Posted in: Miscellaneous Development
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    posted a message on ending game when unit group is dead

    If the unit dies, then it doesn't exist, and then it isn't in the group. At least, I think that's how it's working. :P
    Rather, maybe you should see if the Unit Group is empty?

    unitgroup_variable == (Empty unit group)
    
    Posted in: Miscellaneous Development
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    posted a message on How to disable death effect.

    The Event "Unit Property Changes" can be combined with a Condition that compares Unit Type to detect when your building enters a certain percentage of its Life, and then you can set the Triggering Unit as invulnerable... or apply some other effect to it.

    Posted in: Miscellaneous Development
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    posted a message on Is there a condition...

    The If Then Else is inside the action, as you have to compare each unit that is picked.

    Posted in: Miscellaneous Development
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    posted a message on Put unit names into a dialog box?

    "Set Dialog Item Text" using the function "Name of Unit Type"
    You could get an actual picture of the Hydralisks into your buttons by using "Set Dialog Item Image" and then using the "wireframe" for the unit type.

    Fun Fact: Strings != Text

    Posted in: Miscellaneous Development
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