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    posted a message on wtf?

    @Zero0018: Go

    Click yes, sign into your account in the editor, close the editor, open the map again. Or open the editor to a blank map, sign in, open the map, whatevs. The issue is that you're trying to load HotS while not signed in. It gets picky about it sometimes.

    Posted in: General Chat
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    posted a message on wtf?

    @Zero0018: Go

    Our friendly neighborhood Blizzard, making us cringe every time we open up the editor.

    Posted in: General Chat
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    posted a message on TLM AI Framework - Recuiting!

    @wargirlwargirl: Go

    Is anyone else surprised that May 2010 is already four years ago? I wanted to say what it felt like, which was a good 2-3 years, and then I did the math and I was like WOW 4 years on the dot! (okay, and 4 years and 4 days). It honestly doesn't feel like we should be able to have 4 year old necros yet. Maybe it's just because I wasn't here until 2011.

    Posted in: Team Recruitment
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    posted a message on Rock the Cabinet - Don't Get Disqualified!

    I'm guessing the sentiment is that they want the game people play when voting to be the submitted version (with no development post May 31st). So it would be unfair to have a map with the same name and more updated openly available. And if a submitted game published with a slightly different name were to become popular relative to the submitted version, I'd imagine it would be grounds for disqualification.

    I'm guessing as long as the more updated version has an unappealing name, or even better, is private, there shouldn't be a problem. Regardless of the name, however, I'm betting that a submitted map with a more updated version that's more popular with any name (even 'afiesfefjsiofe') would be disqualified.

    Pure speculation, btw.

    edit: aww, I was completely wrong.

    Posted in: General Chat
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    posted a message on WoW model viewer m3 export crash

    Sorry for the half-necro, but any news on this? I'm using an old version of WoW Cata with an old version of WMV, which works fine, but at some point I'd like access to MoP+ models.

    Posted in: Artist Tavern
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    posted a message on Defeat after 3 Photon Cannons are destroyed?

    @Bareleon: Go

    1. You need a way to store information. There are limitless ways to store information, and lots of information is stored automatically by the engine. Information stored by the engine (unit kills, etc.) is retrievable using functions (gets/returns) and functions can be used in actions or conditions. The most generic/flexible tools are data tables, banks, and variables. Each has it's own strengths and weaknesses, but variables are ideal for something simple like this. There's global and local variables. See vocabulary below.
    2. Create a global variable by right clicking in the trigger viewer (the area where you make your triggers). Let's call it "Photon Cannon Death Counter." Set it to type 'integer' (the default setting).
    3. In your trigger that's triggered from the event 'Unit Dies' (I'm assuming you're using that event), add the action 'Modify Variable (Integer)' and set the variable we just created 'Photon Cannon Death Counter' to be +1.
    4. Create another action 'If Then' and create a condition for the 'If' part (do this by clicking on 'If" and hitting 'control-K'). Or you can double click the conditions segment at the top and move the condition down, but you can't create a new condition by double clicking a condition area in the trigger actions.
    5. For the first comparison, put your variable 'Photon Cannon Death Counter' and for the second part put the value '3'.
    6. For the actions of the 'If-Then' put your end game actions.

    What we did was:

    1. Created a way to store the death count.
    2. Increased the count by one each time the unit dies.
    3. Each time the unit dies, also check whether the count is at 3 or not.

    Vocabulary:

    • Global: When something can be returned from any thread (more accurately, a trigger instance). A variable is considered global when it's placed in the trigger viewer, rather than in an specific trigger.
    • Local: When something can be returned from only the one thread (trigger) in which the thing was created. A variable is considered local when you create it in a particular trigger, in the variables area in the trigger.
    • Variable: Things that store information of a certain type. You create a variable, globally or locally, by pressing 'control-V'.
    • Information Types: The type of information when something is stored. Also known as data types, but that can get confusing, due to the data module. Strings (segments of words/letters) aren't the same as integers (any whole number), which aren't the same as reals (short for real numbers) (any rational number). The pointless stuff math teachers teach kinda comes in handy here, in terminology. Some can be converted into one another, i.e. an integer of 5 can also be a real of 5.
    • Data Table: It's like variables, but with data tables, you don't need to create it before using it. You just specify the string ID of what you're retrieving.
    • Banks: Ehh, too lazy.
    Posted in: Triggers
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    posted a message on Roleplaying in a city environment/"Average SciFi Guy"

    @DaedraEater: Go

    I've been wanting to make a life sim map for a long time, but in reality I probably won't get around to it. The main thing that's preventing me from getting past the planning stage is the lack of decent civilian models. The current ones are fugly and WoW ones aren't high enough quality/also look bad. Maybe LotV could bring some new ones in.

    Posted in: Map Suggestions/Requests
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    posted a message on Do I have too many triggers running?

    @TheLazzoro: Go

    They wouldn't lead to a crash directly, and I've never heard of images/sounds being problematic. Certain models, however, can sometimes get funky and cause crashes (editor)/errors when saving. I've never heard of 'incompatible' models causing crashes in-game ([sprites] in SC1, sure, but that's not relevant).

    Anyway, what's your UI modification? And information about the imported models could help. Unfortunately, there are lots of possible causes and you'll have to narrow it down. I'd grab a few volunteers, and test the map with different segments of the map removed, starting with imports, then triggers, then data. Once you find the module, more testing would be needed to narrow it down to the culprit. I had a similar problem (5% chance of crashing on load up), and I continued working on the map while narrowing it down to a standard hookup UI modification. Just saying, you don't need to halt progress.

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @TheLazzoro: Go

    The crashing is most definitely not going to be related to trigger load. Even if you were getting infiniloops without waits (what's the technical name for that again?), it still wouldn't crash the game (but there would be a noticeable pause.)

    Most likely, there's something specifically causing the crashes, in either data or triggers (or imports), unrelated to load. One possibility would be an unconventional standard UI hookup modification (afaik that's only start up).

    Just to clarify, the crashes occur during the game, not at the start, right?

    Posted in: Triggers
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    posted a message on updating a tooltip value when stats increase

    @HakanSC: Go

    I can give a trigger solution, but I'm really interested to see if there's any possible data solution, though I doubt it.

    Posted in: Data
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    posted a message on Victory for player with most points on Leaderboard

    @baca25: Go

    • disclaimer: I don't use the leaderboard Blizzard provided, so this is mere speculation.

    Text values can't be used in conditions (comparisons). They can be used as functions in actions, though. A quick glance at the leaderboard actions reveals that you can only set text values, so I'm assuming there's no way to retrieve score information from leaderboards (directly).

    Anyway, unless you already have the scores stored apart from the leaderboard, you'd have to use whatever the leaderboard is using for score at the end to determine who has the highest score. (Simple way of doing that is a really big max-int chain).

    Posted in: Triggers
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    posted a message on [Help] Pick role

    @TerranMaster23: Go

    So the players in the player group are listed like so: 4, 5, 8, 9. The order is based on the order that they were added to the player group, so it could also be like 5, 4, 9, 8, too (note, these are just arbitrary player numbers).

    Anyway, these four random player numbers in the player group, they have positions in the player group. The first player in the player group that contains 4, 5, 8, and 9 would be 4. The second player; 5, third player; 8, and fourth; 9.

    Using the functions:

    • Number of Players in Player Group
    • Random Integer
    • Player from Player Group

    You can get a random player from a player group. You pick a random integer between 1 and the amount of players in the player group, and you use that integer in the function Player from Player Group.

    Posted in: Triggers
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    posted a message on Detecting AFK players

    @Freddy2287: Go

    Assuming this is a simple player goes afk -> kick vote, I'd have a timer for each player (arrayed integer variable, one indexed to each player at their player number, periodically (not necessarily the event)) one integer gets subtracted from the variable at all indexes every second, when it's subtracted check whether any of the possibly 15 are 0, if they are initiate your kick vote actions, every time a player mouse/key clicks/moves (dialog clicks don't count) set the arrayed timer variable at the index of the player to an arbitrary 60.

    If you're just using it for some background stuff, like AFK tracking, the delay associated with the mouse/key events should be immaterial. And I don't think that it's that big of a delay nowadays, anyway.

    Posted in: Triggers
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    posted a message on [Solved] Timer Problem

    @TerranMaster23: Go

    Never used the timers before, but I'm guessing they're shown by default. Treat it like a dialog item (not a dialog), hide them for all players first.

    Posted in: Triggers
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    posted a message on Can you be another player when testing your map?

    @TerranMaster23: Go

    If you go map -> player settings and set player 1 to computer/neutral/unused and player 2 as player, then you'll play as player 2.

    Basically, it defaults to the first playable player.

    Posted in: General Chat
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