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    posted a message on Editor is a tough life

    Do note that we do now possess the power to make the data editor as hard or easy as we want with data wizards. I do know that right now, making wizards is a pita because you have to understand XML, and also how the data editor works. But Blizzard is working on a GUI version, strings are in for part of it. And the documentation for creating them is quite excellent.

    Posted in: General Chat
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    posted a message on Validator(s) to replace "Unit - Unit starts attacking with Any Weapon" trigger event?

    If you are looking to have the buff occur when the unit damages another unit, you can use a damage response on the same behavior, that removes that behavior.

    Posted in: Data
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    posted a message on Is mapster dead?

    Please define dead.

    Meanwhile, I'm continuing work on data wizards, still need to do a few more that are not NOTD 2 specific. Should have more time now that my crazy projects at work are winding down.

    Posted in: Off-Topic
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    posted a message on Max CatalogEntryGet trigger

    @ImperialGood: Go

    I would also speculate that it may or may not count entries that are default entries, which can not be instantiated in game. Easy to test, but your deduction is also correct, every type has an entry in Core, which serves as the default parent for any entity created of that type, basically an implicit parent id object.

    Posted in: Triggers
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    posted a message on Advice to all campaign/mission makers!

    @Mozared: Go

    This is a very good point.

    The primary thing to remember is that, whatever main area one starts with first (mechanics, storyline scripting, triggers, terrain), tends to couple everything else to it. Now, one SHOULD strive to have as much decoupling as possible, but I recognize that is hard even for software engineers, let alone those who are simply looking to making a fun game. So usually one tends to work on the thing they know best and everything else revolves around that.

    Posted in: General Chat
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    posted a message on Hardcore Arcade Games ?

    @FunkyUserName: Go

    Going to agree, and as an addendum, all maps of the same genre have the same vein. So Undead Assault 3. Night of the Dead, The Rising Dead, Undead Assault Chronicles all are pretty hardcore and very unforgiving, especially in higher difficulties where even minor mistakes can lead to catastrophic full team wipes (complete with cursing in Vent, and much rage). Often games stretch for over an hour (real time).

    Posted in: General Chat
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    posted a message on Hero Limit + Requirements

    There is a somewhat simpler way to do this, and also scales a bit better.

    In the Unit, there is a field called "Tech Alias". You can assign a name (it can be anything). Anything with the same alias will be counted in Requirements. In the requirement, instead of checking if every hero is 0, just check for the tech aliase (it will appear once you create it on a unit).

    The advantage of this is once you setup the requirement, you will not need to change it each time a new hero is added, just add the alias to the new hero.

    Posted in: Data
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    posted a message on Undocumented Editor Changes in 3.2

    Datamined the 3.2 patch and have found a few undocumented changes. These are hidden for good reason however. Will expand upon them as I find them

    1) You can now run multiple instances of the editor

    This can be enabled by going to the console and entering the following

    varset allowMultipleEditors 1

    Exit the editor after this, and relaunch. The second editor will present a dialog and you can select continue to launch next instance. Use with caution.

    2) Upgrade dialog has been fixed, now is better in performance and both windows are resizable now

    3) Presets can now extend other presets. This means you can define a new preset and use the new presets values in the extended preset.

    For example, there is a preset for Resource Type and has the four resource Types. You can declare a new Preset, call it CoolResourceTypes, add some values, and set it to extend Resource Types. Anywhere Resource Types preset is used, you can use its values and CoolResourceTypes values.

    Posted in: General Chat
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    posted a message on [Triggers] Funky's Trigger Conventions

    @FunkyUserName: Go

    Very good list

    I would highly suggest for any aspiring coder to read Robert Martin's "Clean Code" It covers the entire list above and more.

    Posted in: Tutorials
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    posted a message on Nova Covert Ops: March 29th

    Although there may be new data or triggers stuff, I would not be surprised if they simply flex their muscles and provide better examples of what the current fields can do. Although, I do expect the work on the GUI for data wizards to have moved along a bit, possibly completed. Certainly will make my life easier in making everyone elses life easier with easier to use tools and thus easier to create easily more awesome maps and... I'll stop now.

    Posted in: General Chat
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    posted a message on Merge Reproduction Process

    The units that can be merged need to have the mergable ability put on them. Otherwise the merge will be instant, as you have noted. Similar system for warping, the units that can be warped need to have the warpable ability on them so that the timer occurs.

    Posted in: Data
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    posted a message on Maximum Integer Pick

    It appears you are trying to find the max value of an array.

    Since your array is small, you should do the bruteforce method of simply looping through the array, comparing the current max value with each value in the array (current max starts at 0, or some really large negative number).

    Posted in: Triggers
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    posted a message on (Resolved!) Passive Until Attacked?

    Create a behavior. Under Modifications -> State flags, enable the Passive flag. Then, in the validators (disable), put the Out of Combat validator.

    This will make the unit not auto acquire anything, until the last time it was damaged is under a certain amount of time.

    Posted in: Data
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    posted a message on Reasons Behind My Leaving

    @FunkyUserName: Go

    Yes, and there is a price to be paid for that. Windows is another example where they adhere to backwards compatibility. The price is that you become literally chained to the poor decision or limited technology of that time. Eventually the limits that imposes on you becomes more costly than nuke and pave.

    @Mugen245: Go

    You will be hard pressed to find any tool that does NOT cause breakage at some point or another. Also remember, Blizzard makes the tool for themself first, everyone else second.

    Also, for the record, Blizzard does try to preserve backwards compatibility. There's a decent number of systems that are effectively obsolete, but left in (Entire campaign section of the editor is a big one, User Types pretty much supplanted that).

    I would also note, you don't have to pay much for the editor. Average tools cost at least 100 USD, and merely go up from there (Enterprise versions of stuff often range in the 4-5 figure range, like Visual Studio).

    Posted in: Off-Topic
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    posted a message on Urgent help needed.

    Bank hacking at this time can not be prevented.

    As you noted, culturally it is seen as normal and par for the course. Funky's suggestion is basically the correct one. As Gabe Newell once said "Piracy is not an economic problem, it is a service problem". Your best options is to interact with the community, update as frequently as you can, be active.

    Although this is not likely to be the case, but you can always design a map so complex that it would take a fair amount of time to figure how things work.

    Alternatively, design the game in such a way that bank hacking provides little to no reward (This is difficult of course, but possible).

    Posted in: General Chat
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