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    posted a message on Banning *Permanently*

    It's not going to be abusable, I have a special code I put into my bank file which allows me to use the -ban P1-8 command.

    So, like I thought. I gotta hardcode it into my "Banlist". With the IDs, and such. Post weekly updates on who I ban.

    @AstralCV - Debuff Idea

    To that, I'd have to say no. This would be bad because of trolls and it would decrease my map's overall ratings because of bad reviews. We've all seen those reviews people make on SC2.

    My map has friendly fire, because I want realism. It's got a Story mode and Survival mode (like DayZ, where you scavenge items and need food/etc. If you kill a player, it tints your overhead nametag red. If you "Save" a player by applying bandages or anything, your overhead nametag become blue.)

    My reason for banning is because some players ruin games by just going into lobbies countless times and trolling. Survival mode is about just running around and surviving. However, people could easily troll the Story mode.

    Examples, a group of 3 or more people could join as a party, and simply unequip their weapons. Letting the group falter to a horde of Infected. I'd make sure they do it again in the next lobby if I'm there, and ban them. Blizzard's Terms of Service haven't stopped Frontline NA/EU/etc from using the ban system. If the game detects ANY Bank file editing, it kicks you. NoTD might have some, and a few other maps. Even if they did see it, and people complained about it, I could just email them "Alright, I'll remove it.".

    Posted in: Triggers
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    posted a message on Banning *Permanently*

    I've already got a basic idea of how players could get banned, via Bank Files.... However, I know if they wanted to get back in, all they'd have to do is delete their bank file.

    Anyone know how to ban until a set period of time, like 24 hours or even permanently?

    Posted in: Triggers
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    posted a message on Creating a Dialog Timer

    I really actually thought there was a separate Timer trigger, didn't even think of putting Wait and Set Text etc together...

    I'm guessing those Timers they have in City of Tempest and Hero Attack are the same, but they just play a sound effect from SC2 with each passing second.

    Thanks guys!

    Posted in: Triggers
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    posted a message on Creating a Dialog Timer

    Most Voting Sessions or Hero Selections have a Timer to show the players how much time they have left, but it's purely cosmetic. While the actual work is done by the Wait trigger.

    Anyways, I've come up with this design for a voting system, and I've got everything but the Timer working. Thing is, I have absolutely positively no idea how to make one of these things... I tried Start Timer - One Shot - etc etc.... I'd just like to know the basic code, could anyone enlighten me please?

    Posted in: Triggers
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    posted a message on (Solved) How would I covert an Integer to Text?

    How would I create a Timer like mentioned in the design?

    Posted in: Triggers
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    posted a message on Kickstart StarCraft: Ghost?

    If the SC2Mapster worked together, this could become a community project. A really big project like SC:Universe perhaps.

    The biggest thing would be making it not Laggy, and every attempt at a FPS or in Starcraft:Ghost's Third Person camera has has just enough lag to make people go: "Not smooth enough, BACK TO HERO ATTACK!"

    Though SC:U has a surprisingly smooth and lag-less view. Say it's possible, and we get all the animations and abilities, and the voices. You can't make money off of SC2 Maps, maybe donations... but those are rare.

    Anyways, sorry for such a pessimistic look on things. I'm just doubtful everyone would do it, but I know they could.

    Posted in: General Chat
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    posted a message on (Solved) How would I covert an Integer to Text?

    I was headed in the right direction with my first attempt, however I had no clue there was a Covert Integer to Text. When somebody mentioned it, I blew it off until you mentioned it using the small example. Thanks!

    Now I just need to make the timer.... hmmm.

    Like I said, right direction... but.... I pass some things over my head.

    Posted in: Triggers
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    posted a message on (Solved) How would I covert an Integer to Text?

    Right, my voting system works perfectly. Now it's time for cosmetics.

    I've got everything working except the two buttons and the timer, I have no clue how to do it. Here is my Code so far, I use the pre-made triggers. Variable Votes1 and Votes2 are the buttons, and the Timer doesn't appear at all.


    Dialog - Create a Modal dialog of size (850, 850) at (0, 0) relative to Center of screen

    Variable - Set SkipCinematic = (Last created dialog)

    Dialog - Show SkipCinematic for (All players)

    Dialog - Create a label for dialog (Last created dialog) with the dimensions (200, 200) anchored to Top Left with an offset of (310, 100) with the text "Welcome to City of Horrors. It's a ..." color set to White text writeout set to True with a writeout duration of 1.5

    Variable - Set SkipCinematicText = (Last created dialog item)

    General - Wait 6.0 Game Time seconds

    Dialog - Set SkipCinematicText text to "You may now Vote." for (All players)

    Dialog - Create a button for dialog (Last created dialog) with the dimensions (200, 100) anchored to Top Left with an offset of (100, 500) setting the tooltip to "" with button text "Watch" and the hover image set to ""

    Variable - Set WatchCinematicChoice = (Last created dialog item)

    Dialog - Create a button for dialog (Last created dialog) with the dimensions (200, 100) anchored to Top Left with an offset of (550, 500) setting the tooltip to "" with button text "Skip" and the hover image set to ""

    Variable - Set SkipCinematicChoice = (Last created dialog item)

    Dialog - Create a button for dialog (Last created dialog) with the dimensions (50, 50) anchored to Top Left with an offset of (150, 600) setting the tooltip to "" with button text "" and the hover image set to ""

    Variable - Set Votes1 = (Last created dialog item)

    Dialog - Hide (Last created dialog item) for (All players)

    Dialog - Create a button for dialog (Last created dialog) with the dimensions (50, 50) anchored to Top Left with an offset of (600, 600) setting the tooltip to "" with button text "" and the hover image set to ""

    Variable - Set Votes2 = (Last created dialog item)

    Dialog - Hide (Last created dialog item) for (All players)

    UI - Show the mouse cursor for (All players).

    Timer - Start (New timer) as a One Shot timer that will expire in 15.0 Game Time seconds

    Timer - Move (Last created timer window) to (310, 700)

    Timer - Show (Last created timer window) for (All players)

    General - Wait 15.03 Game Time seconds

    Timer - Destroy (Last created timer window)

    Trigger - Run VotingCount (Check Conditions, Don't Wait until it finishes)


    This is the design I'd like to make, I came to SC2Mapster for the Votes1 and Votes2 Variable, and the Timer issue. Everything else works perfectly.

    Posted in: Triggers
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    posted a message on (Solved) How would I covert an Integer to Text?

    Right, well I've got a Voting trigger, and I'm trying to get the two options to show how many voted for the choice.

    What I'm doing is a simple code which checks which integer is greater out of the two, after the voting session ends. Each vote adds 1+ to the selected choice, which adds 1 to the integer. I was trying to make it reset the text of the counter on the dialog items to the numbers in the Integer.

    Would anyone know how to do this? I've seen it done on other maps for Voting sessions, but I was trying to make my own before coming to SC2Mapster.

    Also, how would I make a timer in the dialog to show how many seconds is left until the session is over??

    Posted in: Triggers
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    posted a message on (Solved) How would I covert an Integer to Text?

    I've got a dialog item's text I want to change to an Integer's value. How would I achieve this?

    Posted in: Triggers
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    posted a message on (Solved) How to reset Map Exploration

    Solved it, nevermind.

    Posted in: Triggers
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    posted a message on Player Hostile to Themself?

    Setting up a Dummy Player in player properties and setting it to the same color of the desired player is a way you could do it.

    Then, I bet somehow you could change the name to the name of the desired AI player, don't know that part though.

    Posted in: Triggers
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    posted a message on (Solved) How to reset Map Exploration

    How would I use a trigger to reset the minimap's explored areas, and the fog of war?

    Posted in: Triggers
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    posted a message on Super Doom Monolith

    Thank you so much, I'll try the tutorials.

    Posted in: Data
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    posted a message on Super Doom Monolith

    Right, let me get to the point. Pretty much anyone who's played the original Dawn of War game expansions has seen the Necrons.

    Necrons from Dawn of War

    In the game they have this really OP final Ultimate weapon, called the Super Monolith. Necron Monolith

    Basically, that's what it looks like, and it spins around in a 360 degree animation. It has 4 turrets which can only shoot in 45 degree angles (marked on the image by red circles) and a Big Gun, which shoots out lightning in a 360 degree angle, while the Monolith still moves in its set course.

    In a way, this is very much like the Mothership, but with four turrets which fire by themselves.


    I'd like to make this using the Mengsk Palace with a different Texture, and a Monolith at the top of it. Then animate it to turn in a 360 degree rotation. Then make the 4 turrets on each side, which each shoot individually at anything in a 45 degree angle.

    Could anyone point me to a tutorial which may suggest how to do this?

    Posted in: Data
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