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    posted a message on Community Project #2- Brainstorming/Design Thread
    Quote from yukaboy: Go

    Seriously, what's up with the "sacrifices". This isn't like some cultist race, it's robots. Could you explain why robots "sacrifice" themselves to upgrade other robots?

    All the more reason i guess? robots realistically dont have morality or that sorta stuff programmed into them.

    Posted in: Project Workplace
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    posted a message on Blizzard Map Making Contest
    Quote from xSun: Go

    http://www.teamliquid.net/forum/viewmessage.php?topic_id=269986

    Basically Team Liquid hosts a contest where the winning map might be added into the ladder map pool.

    Deadline is the 31.10.2011

    glhf! :)

    O_o the prizes are overkill.

    Posted in: Melee Development
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    posted a message on Variable Applied to Periodic Event?
    Quote from DogmaiSEA: Go

    You need to add a global boolean variable called "stop" or "break" or something like that; that if checked to true stops the script; so you would not use Repeat Forever, you would instead use a While Loop. This would allow you to stop it at anytime. Otherwise you would need an if,then,else statement in the Repeat Forever loop stating that if break = true then do it, else Break.

    While Conditions - break = false Actions - do this. Wait x seconds

    As stated above, just use 'Run trigger' to start it, don't use map initialization.

    wont the trigger stop action do the same thing?

    Posted in: Triggers
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    posted a message on Variable Applied to Periodic Event?
    Quote from Nothing5: Go

    @Zolstice: Go

    Why would it be best if I ask the players to define these variables before the round starts? I want the players to be able to control the rate of spawn whenever they want. Also, does a trigger run even without an event? And how will I go about defining the Unit Type of all the rounds within one single trigger (take note that there are more than one type of units per round and I want the units to come randomized, say 10% to spawn a Baneling, 50% to spawn a Zergling, and 40% to spawn a Marine)? Will I use the integer randomization to generate a number between 1 - 100 and add IF statements under every round, inside this one trigger? I have yet to figure out a way to do this...

    Map Init Event
    Condition
    Action
           Repeat Forever
                 If Round # == 1
                        Set Y == Baneling
                 Else
                 If Round # = 2
                         If Randomize >= 50
                                Set Y == Baneling
                         Else
                                Set Y == Marine
                 Else
    

    ... and so on until round 50(?)

    Sorry for asking so many questions, but I honestly cannot figure this out for life.

    well you can. actually it wont be a problem. but do be advised that once the wait action action has registered, players will need to wait until the next loop for their adjustments to take effect. at least using that method.

    so for example.

    if by default the wait is 30 secs, and say 35 secs later the player changes the spawn rate to 1 second. it will be 25 seconds before the actual 1 second spawn rate takes into effect.

    i would do it just like that using if then else statements. and to store the units in one trigger, you would need to use arrays just as Celerisk mentioned.

    @Celerisk: it might be a hassle if he wants something like 45% lol.

    Anyhow for efficiency, and simplicity so you wont need to amass triggers, I would do it this way with 3 variables, 2 with 2 indexes. and one with 1 index.

    bear with my long post

    Variables:

    • UnitType[round number] [case number] this is a unit type variable
    • Percentage[round number] [case number] this is a real
    • NumberofRandomUnits[round number] this is an integer, that returns how many random units are there in one round.

    round number is... the round number. track this with an integer variable that gets a +1 when a new round starts.

    case number would be an integer, labeling the random unit's percentage chance of spawning. So if one round its either a Zergling, Roach or a Hydralisk; then Zergling would be 1, Roach would be 2, and Hydralisk is 3. its not a priority thing, its more like a data table we could refer to later.

    say in round one you want:

    • Zergling (50%)
    • Hydralisk (50%)

    and in round 2

    • Zergling (50%)
    • Hydralisk (25%)
    • Ultralisk (25%)

    you would set these in one trigger.

    set UnitType[1][1] = Zergling
    set UnitType[1][2] = Hydralisk
    set percentage[1][1] = 0.5   (1.0 is a 100%)
    set percentage[1][2] = 0.5
    set NumberofRandomUnits[1] = 2
    
    set UnitType[2][1] = Zergling
    set UnitType[2][2] = Hydralisk
    set UnitType[2][3] = Ultralisk
    set percentage[2][1] = 0.5
    set percentage[2][2] = 0.25
    set percentage[2][3] = 0.25
    set NumberofRandomUnits[2] = 3
    

    well you get the idea? i know its harsh setting these up. but its better than setting up hundreds of if then else statements...

    now for the actual spawn trigger: (you dont have to use Map Init. Run it at the start of your round, and then use trigger - stop during round breaks)

    Events
    Conditions
    Local Variables
        loop = integer
        R = real
    Actions
       Repeat Forever
            set R = random number from 0.01 to 1.0               (we dont count 0.00)
            Loop using loop, from 1 to NumberofRandomUnits
                   if conditions:
                      ( R greater than percentage[round number][loop - 1]  )
                      ( R less than or equal to percentage[round number][loop]   )
                  then
                      Create X number of units of unit type UnitType[round number][loop]
                      Break
            End of Loop
            Wait X seconds
    

    sorry u will need to recreate this on the editor. I am just typing this by memory, and no this is not Galaxy =P

    the break is there so only one of the random units get spawned. if u want multiple instances, remove the break.

    On a side note, i guess its obvious, the need for the random percentages to add up to 100%, unless u want a chance of it not spawning at all.

    In the long run, setting stuff like array variables can prove beneficial, especially since ur making 50 rounds. =D

    Posted in: Triggers
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    posted a message on The Legend of Zelda: A link to the past in Stacraft2 (vALPHA IS ON BNET!)

    @egodbout: Go

    LOL. did you literally sway your mouse a couple of times in the vid to show a :D smile.

    anyhow, was really surprised how the 2d world got rendered into sc2. did u do that via texture swapping the terrains?

    Posted in: Project Workplace
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    posted a message on Variable Applied to Periodic Event?
    Quote from Nothing5: Go

    @Zolstice: Go

    My map is a tower defense and the Zergling basically initiates the game when all players are ready. Once all players move their Zergling to set region, they die and the game will continuously create units without end. The units created change according to the round or level. The next round occurs when 60 seconds pass. The timer repeats itself once it ends, so basically there are no breaks in between. What I am trying to do is for players to be able to adjust the speed of the creation of units to their liking, but apparently it is impossible to assign a non-constant variable to a periodic event.

    then i guess the solution would be to use what the others suggested above:

    Events
    Conditions
    Actions
        Repeat Forever
            Create Unit of Unit Type Y
            Wait X seconds
    

    Global Variables:

    • X = a real variable that players can modify
    • Y = the unit type spawned for that round.

    You dont have to use Map Init for the events. Create another trigger that activates when a player's zergling enters the the said regions; and check if all the other player's zergling are in there as well. If the conditions are met, and your round is about to begin, use the Trigger - Run Trigger function to the trigger above. and voila. the trigger will spawn every X seconds (its a non-constant variable), and will spawn units of unit type Y. of course it is best if you force the players to define these variables before the round starts.

    When the round is over, use the Trigger - Stop Trigger function, and the spawning will stop.

    Posted in: Triggers
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    posted a message on Variable Applied to Periodic Event?
    Quote from Nothing5: Go

    But the problem with that is if I decide to use Map Init, it will instantly begin spawning as I enter the game. The spawning should begin when a Zergling from each player is brought to a region, which I have really will have no control over when that happens.

    you can add an if then else condition to check whether the zergling is in the region or not.

    on a side note; so is the timer dependant on when the zerg player enters (when the zergling enters, a random timer starts and it spawns units periodically)? or is it a global periodic event that happens at the same time for every player?

    from what i am reading, I think its completely possible create the trigger you want.

    Posted in: Triggers
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    posted a message on Terraining Exercises: Global Information/Idea Thread
    Quote from Scbroodsc2: Go

    I think it could be nice making Melee maps signed Sc2Mapster :D and that we publish them on the NA-EU servers. Maybe make a little tournament or something like that for fun and play on the newest map made by the community.

    I actually think this is a good idea. Melee map terrain-ing seems alot more complicated to me as it involves balancing the players locations more than anything else =P.

    Posted in: Terrain
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    posted a message on [Challenge] Make a Protis Sniper and Academy
    Quote from Sixen: Go

    @AtikLYar: Go

    Hold position? :P.

    Hold Position only makes units hold their position sadly; it doesnt stop them from attacking units within their attacking range =D

    What AtikLyar means is something like the Ghost's Hold Fire ability; that disables the unit's weapon.

    Posted in: Project Workplace
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    posted a message on Game Development - Prototyping in SC2
    Quote from zeldarules28: Go

    @Zolstice: Go

    Blizzard puts that in there like every other company for the same reason; to protect themselves to lawsuits. I'm 99% sure that even IF you made a super popular map and then went on to sell it stand-alone, blizzard would not do anything. Obviously you can't take any sc2 assets for the stand alone game, but the idea is still yours.

    Most games are just modified ideas from other games though. :D

    ah i see. then its clear then. totally agree on your last point there, that sounds like LoL, HoN and Dota. lol. the idea of first person shooters are what, in hundreds of games now? =P I guess blizz won't mind then. I can see the thing in the EULA is more likely to prevent users from selling their maps than to prevent ppl from making a stand-alone game. otherwise they would be cruel =*(

    Posted in: General Chat
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    posted a message on [WIP] Protis Sniper

    @xcorbo: Go

    might wanna extend those legs a little and add some fat to that neck O_o lmao.

    anyhow nice concept. are you modelling all this from scratch, or are you gonna use a zealot and modify it from there?

    Posted in: Artist Tavern
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    posted a message on Game Development - Prototyping in SC2

    @Ommish: Go

    there is a certain part of the EULA that says anything done in the galaxy editor is rightfully owned by Blizzard.

    I am not sure this was in WC3's EULA, but as you can see, Icefrog has moved on to build Dota outside WC3.

    this is the part im talking about:

    "YOU ACKNOWLEDGE AND AGREE THAT ALL MAPS, LEVELS AND OTHER CONTENT CREATED OR MODIFIED USING THE MAP EDITOR (COLLECTIVELY, “MODIFIED MAPS”) ARE AND SHALL REMAIN THE SOLE AND EXCLUSIVE PROPERTY OF BLIZZARD. WITHOUT LIMITING THE FOREGOING, YOU HEREBY ASSIGN TO BLIZZARD ALL OF YOUR RIGHTS, TITLE AND INTEREST IN AND TO ALL MODIFIED MAPS, AND AGREE THAT YOU WILL EXECUTE FUTURE ASSIGNMENTS PROMPTLY UPON RECEIVING SUCH A REQUEST FROM BLIZZARD." ( and yess all of this are in caps =S )

    I'm not majoring into law or anything related to it, but to my understanding, this is pretty straightforward as we are using their editor; their assets (sounds, models, data) and basically they are the one giving us power to create maps.

    however my argument would be, Game Concepts are not created in the editor. whatever game we create via the editor; would be rightfully Blizz's, yet the concept of the game, would still be ours. idk..

    Someone correct me if I'm wrong. I am also curious and in need of confirmation for this rights issue regarding map-making.

    Posted in: General Chat
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    posted a message on A quick idea of the Dark Voice
    Quote from SoulFilcher: Go

    Starcraft lore has been tainted by Warcraft lore, specially in recent years, so don't get surprised or disappointed if the Dark Voice comes to be a good god turned evil. Blizzard no longer holds lore as important as it used to be.

    And I think Mengsk is definitely working for the Dark Voice or one of his agents. Even though he may not realize it.

    I would say they are doing most of the lorework for Warcraft.. With the current warcraft lore, WoW can end up having 5 or more expansions. I play WOTLK and i guess i am quite satisfied with it. However with SC2, Blizz is pretty slow with the story, considering their decision to chop the game to 3 sections. Liberty was all about Xel'naga artifacts, and saving Kerrigan; all in probably 6-7 missions? (the rest are side quests not relating one bit to Kerrigan).Wc3 had muchhh much more.

    As to Mengsk, i do believe he is (He should be). I mean Dark Voice is a dark voice. he could be whispering angry plans to Mengsk; who is completely oblivious that he is being manipulated.

    @DuckytheDuck:

    lol, if that is the case then hrm.... im crossing fingers trying to hope its not the same story as ME. Well with the story so far, I would say the Dark Voice HAS to be some almighty god or titan dude; otherwise i don't see how someone could cause an apocalyptic event to happen.

    HOTS better be more than just a 'bridge' with a big cliffhanger between Liberty and Legacy of the Void.

    @AtikLyar: I completely agree. The quality of a story tells how much dedication it got from its developers, just like any other aspect of a game.

    @Mozared: That game would be Bioshock 2 for me. It was nothing like Bioshock; no spooks, no horror (counting the fact that you are a Big Daddy this time, where in number 1 u play an average person); just plain hack'slash (they give us a big drill to dig thru the baddies) with graphics that are pretty much the same as its predecessor. The story however; IMO, is win. I survived the whole game and loved the last few stages that finished the loose ends.

    but i guess i could be wrong too. Mario games tend to tell how Peach keeps getting kidnapped, and Mario goes to the rescue. But hey, its a hit game everyone knows right? =P

    Posted in: General Chat
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    posted a message on A quick idea of the Dark Voice
    Quote from Forge_User_26451472: Go

    Seing as Xel'Naga were mostly a scientist race, Dark Voice if probably one of their creations which they cast out as "failed". Full of anger it probably swore to someday overcome it's creators in all possible ways. He wants to destroy them, destroy their creations, and laugh at how their "failure" surpassed them. This makes him an ancient evil (yay, ancient), connected to Xel'Naga (even more ancient mythical stuff), and he even has generic evil motive (revenge! kill all!).

    that somehow sounded like Sargeras to me lolll.

    I just hope all this Xel'naga race trying to renew their production cycle thing doesnt turn into a Mass Effect story (Dark Voice would be equivalent to the Reapers in ME).

    I like the idea of Mengsk being the Dark Voice; i mean he creates these hybrid things right. Couldve easily experimented on splicing human DNA with protoss or zerg, or even both.

    That said, one of the things making me curious from the Liberty campaign, story-wise, is Dr. Narud, (spell it backwards its Duran). so hmm.. Samir Duran anyone?

    Posted in: General Chat
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    posted a message on My NOTD-based site actor models collection.

    @peerawat9: Go

    that is some nasty site-actor based models you got there! almost thought it was a collection of custom models.

    Have been playing around with site-actors myself although not as good. I do have a request in mind, but i am currently trying to do it myself, to give my 'site-actor'-ing an exercise lol.

    that said, I will PM you if I reach a dead end (which will probably be very soon), and if you are not busy of course. =P

    Posted in: Art Assets
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