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    posted a message on How do I edit the Help Menu?

    In addition theres also a trigger under UI called Show/Hide Help For Unit, as well as by race too. So if you only want certain units and race tech tree help to be visible thoese are triggers you can use to further tweak the help page. Theres even a UI trigger to change the inital visiblity of the help panel, or even automaticly bring up the help panel. Checking them out may be a good idea.

    Posted in: Miscellaneous Development
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    posted a message on Major Bug.

    @MapCrafter: Go The problem with using Trigging unit outside of its initation is it tends to change. Without getting to complicated simply placing a local varible like tmpPlayer and setting it as an integer, and set its default value to Owner of (Triggering unit) also restructuring to just a single and would I belive my help your issue.

    So basicly your tirgger that you have now would look more like this:

    Spawning trigger
        Events
            Unit - Any Unit dies
        Local Variables
            tmpPlayer = (Owner of (Triggering unit) - (Integer)
        Conditions
            And
                Conditions
                    (tmpPlayer) <= 8
                    (Player (tmpPlayer) Supplies Used) == 0
                    (Player (tmpPlayer) Minerals) == 0
        Actions
            Player - Modify player (tmpPlayer) Minerals: Set To ((Kills[(tmpPlayer)] / 20000) + 2)
    

    Local varibles are very usefull for things such as this, and its good pratice to do this with anything that calls a Triggering Unit or simlar function. Something else to look at if that still dosn't fix your issue is to check if the unit has the infested behavior on it (the buff for infested terran for example) its all I can think of off the top of my head and I hope I understood what your said and what your trying to do, ethier way I hope it helps.

    Posted in: Miscellaneous Development
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    posted a message on Bank files - Situation report

    This does appear to be bad news as is some other things, but lets remeber a few things. FIrst a foremost is a beta editor were working with, and also even if it wasn't its still an early version. I think I can speak for all of us who remeber the mind numbing limitations to things in the original staredit and worldedit? Ethier way I'm sure these limts will very much change by the time we get our hands on a retail copy of stracraft 2.

    Also lets not forget just how in-depth and complicated the editor really is, lets be honest no one knows 100% everything about every aspect of the editor yet. I swear every day I check away at it I figure out something new and I belive you all can agree. We also need to remeber that becuase of this, the way we have done thigns in the past with staredit and worldedit are really not vaild anymore. I mean come on we can acutally make our own functions and action defintions, records (structures) and even full script libarys. (and even thoese who did this in wordledit through modifed versions of the editor/pure scripting can tell you it was not a full proof process)

    I fully expect a lot of these size limits (file sizes and the like) to change dramaticly, it makes sense from a programmer stand point, you want to make sure things work, before you totaly stress out the system. And I think we can all agree that if these file sizes were not contained right now, battle.net 2.0 would be in worse shape then its been. I'm not trying to dismmiss anything you guys are saying, there imporant, and vaild, and you know what its a good thing to know them and find a workaround that works for us, so if it does take a while to change/fix we at least have an alternate.

    The last bright spot is, release is all that much closer, a whole month and 20 days away! So if you think were busy just imagne the code guys at blizz! If its a big problem to your major project right now, work on another aspect of that project, or find a workaround, if nethier seems possible, set it aside for now and work on something smaller. But keep working and digging at the editor, and well figure it out, and if nothing else hopefully by relase blizz will fill in the gaps for us. So yeah thats my insperation speech on a very somber thread. :)

    Posted in: Miscellaneous Development
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    posted a message on [Video, Data, Trigger] Custom Alerts

    Hey again everyone have yet another video tutorial for everyone. This is a fairly simple video tutorial looking at and how to do custom alerts. Alerts are things such as nuke being launched, unit training done thoese sorts of things. I'll show you how to create brand new alert types in the data editor, and also how to use them from ethier a trigger or the data editor. I use these alerts for my Ion Cannon Wars map, and there quite handy and very easy to make and setup. Its a two part tutorial, any feedback/questions etc please feel free to post them here. Enjoy!

    Ion Cannon Wars Forum Thread

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    Posted in: Tutorials
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    posted a message on [Video, Data] Unit Ability Ordering Another Unit To Attack Target

    Hello again everyone have another video tutorial up for you all I think you might find very usefull and intresting. This time its an ability that targets a unit and orders another unit to attack it. Sounds like something that should be triggered based? Well its all done through the data editor, in this 3 part tutorial I'll show you how it works with my Ion Cannon Wars map and also how to tweak some fixes. Use the tutorial as a starting point or as a straight example. I think its pretty neat and intresting and i'm impressed with the data editor every time I explore it more. And there is still a lot of exploring to do. Post any questions/feedback in this post, if you havn't messed with the data editor much at all, particualr with abblites you may want to watch/look at some simplar tutorials first. Enjoy! Ion Cannon Wars Fourm Thread

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    Posted in: Tutorials
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    Just out of curostiy why create/destroy, as you mentioned you can hide, but it seems your saying that you can only hide or show a dialog for all players, that should not be true or vaild! In the function to show or hide a dialog under player group there is a conversion function that will convert a player index to a player group, (ie takes a specific player number) using this method you should be able to by all means show and hide a dialog for a specific player and not all instead of having to dynamicly destroy/re-create a dialog for a player each time. (though theres nothing wrong with that method ethier) I will admit I havn't had a chance to test it personaly in a multiplayer game, but from what I seen from this and using a simple paramater or varible to hold the player index should make it a very simple task and should work. (after all this isn't war3 anymore!) Just some info.

    Posted in: Project Workplace
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    posted a message on [WIP] Ion Cannon Wars

    @tigerija: Go

    Not really I dont think I ever played Metal Marines (have to double check on that) I took my insperation from my origanl Ion Cannon wars map from SC1, it was not very good, and decided to mix some things up. But if it is a lot like that, then cool something to to draw more ideas from :)

    Posted in: Project Workplace
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    posted a message on [Info] Patches 14-15.1 Editor Changes

    @Timthetoolman: Go

    I can open it up just fine, could of been a bad update for you...happens rarely but can happen

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [WIP] Ion Cannon Wars

    Hello everyone,

    So for thoese of you who dont know me from here on SC2Mapster I have been posting some video tutorials using my map Ion Cannon Wars as the backdrop. Well I finnaly have an Early Alpha Release setup and released here on sc2mapster and I've done so as an example/WIP showing. I also have setup some videos displaying the progress on my youtube page and I will embed here.

    So what is Ion Cannon Wars? Simply a 1v1 or 1 vs AI map that the goal is to destory the other players Command Center. There are unquie game mechanics, including controlable passive resources, base power for automated units (ie: Missle Turrets) and of course being able to use a ghost to aim and fire your Ion Cannon. Currently the map is in a very early development stage, so not all features are in at this time. For more details of what is avaiable, download the map here from sc2mapster. (NOTE is still waiting approval so may not be avalaible for a whle. Please post your feedback/comments/ideas, thanks for your intrest and I will post updates/update the videos as they become avalible!

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    Posted in: Project Workplace
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    posted a message on Tutorial Request
    @ZeroAme: Vaild point but if he selected a bunch of units (as minerals are units) and went into the unit properties and changed there player value to one player it will change even minerals and vespene to thoese players. So its possible to accidently select vespine and mineral units when selecting others and changing all there player proprites. Thats what I really meant just was early and came off wrong heh. Yeah really should be in map development and yes a possible data editor change may of happend, such as changing the minerals race in the data editor to anything other then neutral for example could cause issues. Hard to say without more info.
    Posted in: Tutorials
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    posted a message on Tutorial Request
    Quote from Penatrator: Yo my map that i have created. my scvs/drones or w/e can't use the minerals I painted. It says "Cannot target invunierable units." I have treid everything. The only way I can make it work is if I create the high end minerals as (Player One) and then only player one can use the minerals and so on and so forth. How do I make minerals that everyone can use. Please Help!!!!
    Minerals & Vespeine should be place for player Netural if you want anyone to be able to use/harvest them. (just like Xel'Naga Towers)
    Posted in: Tutorials
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    posted a message on [Contest] Melee AI
    Quote from TheSecretArts: Why not just have the AI know everything without scouting? If I was making an AI, I'd just have the AI be omnipotent.
    Thats always an option it really depends on what type of AI your going for, semi-realistic/non-cheating, or non-realistic/cheating. Both represent there challanges as an AI opponen and obviously easy build can be easier or diffrent. But by meaking a semi-realistic/non-cheating AI who does have to scout, and when they do can 'see' what the players are upto and change there builds accordingly gives the impression of fighting more of a bot then a standard rts AI i think. But again its upto whos deigning it. I think in some cases a non-realistic/cheating AI makes sense, like custom games or campaigns and he like.
    Posted in: Project Workplace
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    posted a message on [Contest] Melee AI
    Quote from Callex: Getting pretty close to finishing mine now. The biggest remaining hurdle is scouting though. The damned thing refuses to scout in any way shape or form. I've tried using both the scouting natives and the GUI functions to no avail. I could always throw something together myself, but I don't want to end up wasting hours like I did with the build orders ^^ Has anyone managed to get an AI to scout yet?
    I had the same problem not sure how to get the AI to scout properly at all so I just threw together my own rudmientry scout system. Its a litt;e cumbersome and not very fleshed out yet but for genreal reasons it works. I have two main varibles, Scout Unit and Next Scout Point, now I have two arrays for each bases with points to scout, then I simply have the AI pick a SCV in the early game and send it out to scout thoese points, when the first marine gets built by the AI I switch it to be the scou unit and it goes upto the xel'naga tower. When it gets there the AI pick another marine back at base to be the new scout of the enemy base. Its very simple really and not horribly fleshed out but it works and as far as I can see has a tone of potentional! If you would like the code I can share it, I'm honeslty only doing this skirmsh AI not for the conetest but for fun nad because It be helpfull to know how to mess with the AI. The only poblem i've been having lately is getting waves to work properly. Then again I just found my towns id, and my priorties id were so very wrong so hopefully that will fix it. ANywayz hope that helps.
    Posted in: Project Workplace
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    posted a message on [Contest] Melee AI
    Quote from Callex: I dont believe it lol! After hours and hours and hours of building an 'AI construction system' I figured out how to make it build stuff normally with a single function!. Use the AI - Advanced function to clear the stock list and build queue for an AI player. Then make a build order of set-stock commands, and finally at the end stick an Enable Restocking function. The AI will NOT use workers that are harvesting via the 'Order workers to harvest nearby resources' function, which was probably how I overlooked this in the first place. Hopefully this will help some people out so that they don't make the same mistake! Edit: Upon further inspection, you will also need the three following functions to run for the AI player: AI Advanced - Start AI for player (player) in Campaign mode with 200 Actions Per Minute AI - Initialize campaign towns for player (player) AI - Initialize campaign harvesting for player (player)
    Well holy cow look at that it works! AHAH Great find may just be able to do this with whats already built in after all thank god should save a lot of time, its good news for non-melee type maps as well great find!
    Posted in: Project Workplace
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    posted a message on [Video, Triggers] Presets/Custom Script Presets & Multi-Diminsional Arrays

    Hey again everyone, hey yet another video tutorial for you all about more triggering. This time got 3 parts dealing specficly with Presets/Custom Script Presets and also Multi-Diminsional Arrays. This is somewhat of an advance topic so if its hard to follow try to go back and watch it a few times or look for more information about the topic in other tutorials. This will cover what they are, how to create them, how to use them and also how they relate to each other and Fuctions, Actions & Conditions Defintions. So make sure you have learned at least what thoese are and how they work before watching this tutorial. It looks like this new encoder is working out alright, hopefully it looks good particlaury in HD and is of course readable. Feedback is always very welcome! Thanks and hope its helpfull! Ion Cannon Wars Map Forum Thread

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    Posted in: Tutorials
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