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    posted a message on Handicap Fail

    I'm surprised it didn't go negative at 11 minutes in. Seems like it would. Either way, there's probably a cap on Handicaps that you hit, so I would do what BasharTeg says and use custom unit upgrades. Also, instead of making extra units at 25 minutes to tell you, have you considered a timer? You need to figure out Dialogs, but I promise you, once you have you'll be very glad you did.

    Posted in: Triggers
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    posted a message on Mineral/Gas Collection rate
    Quote from Demon4231: Go

    @Tudentau: Go

    Awesome, thanks. I was kind of hoping it wouldn't have to be so "complicated". I like to have the least amount of "code" as possible, but this will work just fine. Thanks again.

    No problem, just know that the more often you calculate it using that method, the more prone it is to spikes and drops. You could elect to average out the spikes using multiple collection rates but that would just complicate it.

    Posted in: Triggers
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    posted a message on Mineral/Gas Collection rate

    I did it like this. It's slightly "messy" in the math part because I couldn't figure out how to do math with multiple operations without multiple variables, but it seems to work alright. Of course, you'd want to change the time and divisor to whatever you want it to be.

    Posted in: Triggers
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    posted a message on Mafia: Lies and Murder
    Quote from zeldarules28: Go

    Yeah the weather looks great. Keep up the good work.

    edit- by the way, have you considered letting dead people hear the mafia and masons? It would be a nice touch.

    I think it would be good to add this in as optional only, as it could be used to cheat via lag very easily.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder
    Quote from DarkRevenantX: Go

    All that and more is now fixed on EU and NA. SEA coming shortly.

    Also, the night stuff is not completely done yet, but the environment is now 200% better.

    Cool. Also, I have some suggestions. I like it how your first color is different than your real color, but I think it might be a good idea to pick your color in lobby and have that be first chat color (so normal SC2 colors), then have the second chat color be different. The reason is that any time somebody lags a little bit dead people can talk, and it makes it super easy to cheat because if the dead Orange Sheriff who investigated a Mafia the same night he died says the guy is Mafia, people will usually believe it. If he was actually purple, it wouldn't be as ridiculous.

    A chat log would be nice as a separate log from the events log, as it gets frustrating when people spam votes and screw over any conversation you want to look at. A roles list outside the help menu might be a good idea, or at least if it's possible to make the help menu smaller so you can still read the conversation going on.

    The final suggestion I think might be too much to ask, but I'll say it anyway. I think it would be cool if the slots weren't added via add/delete, they were all just there, but clicking each would open a menu showing which roles that slot could be with check boxes next to each role allowing that slot to pick that role or not. This way, you could make a slot that was random between Sheriff, Investigator, and Doctor, but couldn't be Citizen or Mason, etc. Mainly I think I would be adding random town + Serial Killer because Random Any makes it very disappointing when you get another Mafia or Survivor.

    Barring that, I adding simple rules to all randoms preventing randoms from being certain roles would work pretty much as well. And barring that, Randoms should be able to get Mason if there are not already Masons, but only if they both pick them. Like, if Random Town/Any picks Mason, it should repick unless another Random got Mason or there were Masons set. That might be how it is already, but I have yet to see any Masons from randoms unless there were 2+ set Masons.

    Oh yeah, this might be a problem with SC2 and not whatever you're using for the chat system, but typing with <>'s will produce nothing after it and won't even enter a chat line if there's nothing before it. I'm not sure if you can actually effect the game or not by trying to insert scripts that way.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder
    Quote from Ardnived: Go

    @Tudentau: Go

    Banks randomly being reset is not a problem with just Mafia. Many map makers have mentioned that they have been getting reports from random players of bank resets.

    But really does the Mafia bank hold anything more than score? And that isn't all that relevant.

    @StatusQ3: Go

    I've been playing it with friends whenever I play, and I have found it quite fun. Thinking upon it, I think it could be less enjoyable solo. It's fun to talk about the game afterwards. Who was who, Who killed who, etc.

    I can never -repick or change models because of the reset. I also tried writing fake numbers in the bank and setting to read only but that did not work. I also think it stops you from getting host.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder
    Quote from DarkRevenantX: Go

    Heh, you'd be surprised how much time some of those small bits can take up.

    Also, any real mafia game hands a win to the Mafia the moment they achieve 50% of the players. I don't do that because there are some rare situations where the Mafia can lose, but there you go.

    As for the banks, I have no idea in the slightest why it's resetting for certain people. I'm using them in the same way as I and other mapmakers have always used them.

    Edit: It's possible that some people's names are causing their signature hash to break.

    Well, it happened when somebody named themselves the same thing as my Battle.net name, but I've seen others reporting the same issue in game, so I doubt that they all had the same thing happen.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    Bank keeps resetting, it's really annoying.

    Also, it's quite frustrating getting ties that end in a Mafia win. Had it go Investigator/Stripper/Doctor vs. Mafioso/Consigliere/Godfather. We knew the Mafia were but could not kill him. Would it be possible to add a tie-breaker vote or something where the Investigator/Sheriff roles can break lynching ties in an even match?

    Posted in: Map Feedback
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    posted a message on Banned Player Trigger?

    That's really sad, I guess a player kick function will have to do.

    Posted in: Triggers
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    posted a message on Teams in triggers!

    @Deeweext: Go

    Not sure what he's speaking off, but you could add all players to a player array variable named after their respective team on map initialization, then use a conditional in your trigger to check if the player is equal to what they should be in the said player array. I'm thinking of using an array instead of a group because I'm pretty sure it would save you from having to adjust your trigger each time a player leaves the game, or if the game starts without max players.

    Edit: Ok, simpler way. Use the Comparison Condition, set Value 1 to Allies/Enemies of Player, Alliance:Alliance, Triggering Player, operator to ==, and Value 2 to Players On Team, Team X.

    Posted in: Triggers
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    posted a message on Banned Player Trigger?

    I've been toying with the idea of adding a ban list to any map I make to add people that others or myself might encounter while playing them that are just jerks or griefers to a ban list where it would kick them upon game start, or maybe even stop them from playing it period. I don't think stopping them from playing it is possible, but I'm betting kicking a certain individual every time is. I have a good idea on how to do it, the problem is I don't want to kick people with the same name that are innocent every time, so I would want to do it via name + player code, but I don't know how to if it's even possible to get a player code.

    Thoughts?

    Posted in: Triggers
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    posted a message on Blizzard Regrets not Launching SC2 with a Marketplace

    I really think that the information we can gain about Blizzard from this announcement is that they have a problem with overextending. Every big problem that comes up with them always seems like it is caused by lack of staff. From a customer's point of view, they need to hire more people.

    Posted in: General Chat
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    posted a message on Advanced chat
    Quote from deathtorn: Go

    I'm afraid that it's only during init, and I think those messages are lost to the wind.

    Wait, they wouldn't even show up after the game is over in a personal chat window?

    Posted in: Triggers
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    posted a message on Suppress a UI sound?

    I've got a dialog that has a bunch of buttons arranged like a talent tree from Diablo. I want to suppress the default UI sound that plays when you click a button. Is there even a way to do this?

    Posted in: Triggers
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    posted a message on Can you copy dialog items or save an image?

    @Skittles17: Go

    I actually found a problem with the function, for some reason, it's not setting the Dialog Item I input to it correctly. I have no idea why, it should (as far as I know), but it wasn't.

    Posted in: Triggers
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