It's kind of sad that it isn't viable though... I wanted to recreate 'Comet Crash', an awesome tower defense/offense game that's only available on the PS3.. The builder is controlled with the gamepad in that game, for obvious reasons and i thought i might be able to recreate that movement for it.
Small side question so i don't have to open a new thread for it, with HotS there has been an overhaul to heroes, right? It's way more easy and reliable than before, or am i wrong here? (That's just what i think at least seeing some games utilizing them way better than "back in the days".)
That would mean i am not able to use HotS things in my map unless i own HotS.. Even though it only states that i'm not able to publish those maps i do not have any HotS dependencies to add..
I've been absent from SC2 mapping for a looong time now and i am extremely out of date on what's possible and basically forgot how to map at all :D
I am thinking about a project but i have a very basic question first since i am not up to date like i said.
I only have WOL, don't own HotS and don't really plan on buying it anytime soon. Arcade has been released for "everyone" as i understand a while back and at least allows me to play games with HotS assets, but am i able to use these assets in mapping my own map aswell? Or do i have to rely on WOL assets only?
Second question would be, how reliable is the WASD movement at the moment? I remember when it was very laggy back in the day when i was still working on my projects and now i'm just wondering if anything has changed?
I've seen this "asset" here on sc2mapster.com -> http://www.sc2mapster.com/assets/wasd-8-way-directional/ and it at least looks pretty good in the video, but wasn't able to load it properly since, well, i am missing HotS "campaign" dependencies.. Also the question would be how good i'll work in an online game..?
Anyone able to help me out here, would be pretty cool. Thanks!
I'm not sure if this map night thing still works like the last time i checked, but if so i'd like to throw in the map a friend an i are working on since some time now, if that is okay?
Also we will probably join the map night as players tonight, if that´s possible.
Well, there are 200 points on the map that need to be set if the conditions match.
In this case there are 25 of these raster conditions with 4 variable sets inside each of them - and that´s only for team 1, so icluding team 2 there would be 400 of them.
I do not find any other way, at least not right now - and my mapping partner does not either, while he actually is very skilled in programming. And i'd say if he doesnt find some... Well, i wouldn't say there isn't one, but if there is one it surely is extremely complicated.
Looks like i misunderstood some little thing back there.
I already do action definitions, for map init aswell as the "trigger" i am talking about in my copy and paste issue.
Small example, you see my map init in the attachement, aswell as that trigger.
I think that mapinit is okay like this.
Problem on that trigger at the end was, see that scroll bar? That raster condition blocks continue for 25 blocks and then again for team 2.
While we managed to change team 1´s positions manually, team 2´s is now work for the ass - and thats why i wanted to see if its scriptable.
So, about the custom script thing... I never used that before.
Do i understand it right that i can take the real code of my triggers now and use one "custom script" action, paste all in there and that will work?
Would at least definitly fix that lag issue.
First of all, sorry for the wrong forum.. had several threads opened and it seems i just used the wrong one..
Splitting it up could be done, ofcourse.. but we already thought about it and thats not the way we want to go here, because it makes no sense at this point.
Thanks anyways, probably we think about this again.
First, and i also don't mean to be rude, but i am no idiot nor don't i know how to use the editor (gui based, at least) and how triggering, data editing - and even 'real' programming works.
And even if i only know the basics of several real programming languages and some advanced stuff in 1 or 2 others, i definitly know how these things work.
No, seriously.
My computer is perfectly fine and definitly not the problem here regarding the performance of the editor.
Also i don't need lessons in how to use basics or advanced triggering at all. Sorry.
All i wanted to know is, if it is possible to copy and paste bigger lines of code and change them text based to what i need them to be (like i said, points and their id´s) while the map has been made in the GUI, and if so how the best approach would look like (importing or extracting?)
I´m working on my map atm and encountered the "problem" that i now have like 250 lines of trigger code that i need duplicated and changed.
One big problem ist, the editor is lagging like ass and even changing one line takes only on the clicking and updating part about 10 seconds - selecting the right variables not included.
This clearly is a totally pain-in-the-ass work and i wonder if and how it might be possible to ease thhings up a bit.
The triggers are refering to points, so i have all points set up and wouldl ike to just copy and paste all the triggers as code and then assign these points.
Is that in any way possible?
Ofcourse i searched a bit and found out that points have their PointID thing - so i would need to know that for each point individually.
Is it possible to get that ID from any source? (like opening the map with an mpq editor or something?)
And if so, or any other way to speed things up, how do i insert the code?
Do i have to import it anyhow or could i just use that MyScript.galaxy file extracted out of the map, change it and reapply it afterwards?
This project, Elemental Tank Wars started a long time ago, and like most projects went into hibernation someday without knowing how it´s future might look like.
Yesterday we re-started the work on that project out of the blue, and after getting up-to-date with our own features and issues we had back then, we managed to fix most of the problems and implemented some little changes.
While we are working on some major features right now, we would like to see how the basic game´s balance plays out, and that´s why we are looking for testers!
The game is a 2 team based send-and-defend income game, with 4 players each team - So 8 players would be needed to fill it up.
So if there is anyone interested in helping to test it out and give some feedback afterwards, please post here and we'll coordinate some time with every tester to see how playable the game avtually is.
Also, the game will be publicly published right now under the name of "Elemental TankWars BETA" on EU servers, so feel free to test it out yourself, if you are able to fins some other players to play with.
I am not selling or buying items at all - Just the behavior.
But also, i am not using a building as shop, i am using a dialog based "interface" to do the vendor stuff.
I am pretty sure you can do this with a real shop aswell, just make a dummy upgrade and on upgrade progress finish you apply that behavior.
A small example of my triggers...
The "Strength" button event (on used dialog item):
This checks if the player has 20 minerals, if so it will subtract them, add one "Strength 1" behavior to that unit from some dummy building as giving unit.
Then it sets the array variable of "strength" and "player_hero_stats" for the triggering player to plus 1 (arithmetic, a=a+1)
And then on my revive trigger i just reapply them like this:
killedUnit is set inside that trigger and is just that unit that died, our hero.
So in the end it saves or increases a variable by a several kind of numbers for different tomes you buy (+5 if you buy a +5 tome, obviously) and in the end that variable has sometzhing like, lets say 56 or something, and here it just applies 56 times that behavior again.
Even if my triggering is veeery, i'd say lowskilled, this might help you with your problem, if you are trying this way aswell.
The hard part is when the unit dies to keep the buff although for single hero maps this would be easy using a death persistent effect that counts them and then reapplies them to the revived unit.
The way i fixed that problem on multi-hero maps is buying the behavior instead of an item, and counting plus saving how often that player bought that behaviour into some variable.
After death it just reapplies the number he bought that behaviour times the behaviour itself.
That death persistent thing.. how does that work actually or why does it not work on multi-hero maps?
Bad news - SC2 seems not to support stacking of simple non-charge items.
Damn, i hoped this would work easily but it simply does not. What a stupid thing not to allow stacking of simple items.
Who knows, HotS will probably change that - but for now it seems not possible.
I tried that library but on normal items it just removes them, and items with charges do not add the attribute with every charge - at least as far as i know.
Please, if you find a solution to this yourself, or ask that threads creator and he is able to help you, let me know how it works.
I have a map running, that uses a tome system aswell, and first i tried to recreate these WC3 like tomes, that just increase you attributes as soon as you pick them up, like an instant usable item (like these healing items, or mineral/vespene items from the campaign.)
Then, after it did not work, i made my tome system based on triggers and behaviors - but never thought about your idea, what would make it totally easy.
Give me some minutes, i'll try to figure something out and post my results here - probably i can rework my own tome system that way and help you with your´s at the same time.
Very nice! Someone with, i'd say "real" programming knowledge is the kind of person i want to work with :).
Do you have some kind of messenger, like Skype or Steam?
Just send me a PM with further information, so we can talk about the map and things like that.
0
No, i am not talking about playing a HotS asset map, i am talking about using them in the editor. And that seems it does not work.
0
Thanks for the answer.
It's kind of sad that it isn't viable though... I wanted to recreate 'Comet Crash', an awesome tower defense/offense game that's only available on the PS3.. The builder is controlled with the gamepad in that game, for obvious reasons and i thought i might be able to recreate that movement for it.
Small side question so i don't have to open a new thread for it, with HotS there has been an overhaul to heroes, right? It's way more easy and reliable than before, or am i wrong here? (That's just what i think at least seeing some games utilizing them way better than "back in the days".)
Edit: Regarding the dependency question.. I found this: http://us.battle.net/sc2/en/forum/topic/11364006331
That would mean i am not able to use HotS things in my map unless i own HotS.. Even though it only states that i'm not able to publish those maps i do not have any HotS dependencies to add..
0
Hello everyone.
I've been absent from SC2 mapping for a looong time now and i am extremely out of date on what's possible and basically forgot how to map at all :D
I am thinking about a project but i have a very basic question first since i am not up to date like i said.
I only have WOL, don't own HotS and don't really plan on buying it anytime soon. Arcade has been released for "everyone" as i understand a while back and at least allows me to play games with HotS assets, but am i able to use these assets in mapping my own map aswell? Or do i have to rely on WOL assets only?
Second question would be, how reliable is the WASD movement at the moment? I remember when it was very laggy back in the day when i was still working on my projects and now i'm just wondering if anything has changed?
I've seen this "asset" here on sc2mapster.com -> http://www.sc2mapster.com/assets/wasd-8-way-directional/ and it at least looks pretty good in the video, but wasn't able to load it properly since, well, i am missing HotS "campaign" dependencies.. Also the question would be how good i'll work in an online game..?
Anyone able to help me out here, would be pretty cool. Thanks!
0
Found this "review" comment on my HWUltimate map...
Very, very strange.
0
Hey guys.
I'm not sure if this map night thing still works like the last time i checked, but if so i'd like to throw in the map a friend an i are working on since some time now, if that is okay?
Also we will probably join the map night as players tonight, if that´s possible.
0
Well, there are 200 points on the map that need to be set if the conditions match.
In this case there are 25 of these raster conditions with 4 variable sets inside each of them - and that´s only for team 1, so icluding team 2 there would be 400 of them.
I do not find any other way, at least not right now - and my mapping partner does not either, while he actually is very skilled in programming. And i'd say if he doesnt find some... Well, i wouldn't say there isn't one, but if there is one it surely is extremely complicated.
0
Looks like i misunderstood some little thing back there.
I already do action definitions, for map init aswell as the "trigger" i am talking about in my copy and paste issue.
Small example, you see my map init in the attachement, aswell as that trigger.
I think that mapinit is okay like this.
Problem on that trigger at the end was, see that scroll bar? That raster condition blocks continue for 25 blocks and then again for team 2.
While we managed to change team 1´s positions manually, team 2´s is now work for the ass - and thats why i wanted to see if its scriptable.
@DuckyTheDuck: Go
So, about the custom script thing... I never used that before.
Do i understand it right that i can take the real code of my triggers now and use one "custom script" action, paste all in there and that will work?
Would at least definitly fix that lag issue.
0
Hah..
First of all, sorry for the wrong forum.. had several threads opened and it seems i just used the wrong one..
Splitting it up could be done, ofcourse.. but we already thought about it and thats not the way we want to go here, because it makes no sense at this point.
Thanks anyways, probably we think about this again.
@DarlD: Go
Seriously? I lol´d aswell.
First, and i also don't mean to be rude, but i am no idiot nor don't i know how to use the editor (gui based, at least) and how triggering, data editing - and even 'real' programming works.
And even if i only know the basics of several real programming languages and some advanced stuff in 1 or 2 others, i definitly know how these things work.
No, seriously.
My computer is perfectly fine and definitly not the problem here regarding the performance of the editor.
Also i don't need lessons in how to use basics or advanced triggering at all. Sorry.
All i wanted to know is, if it is possible to copy and paste bigger lines of code and change them text based to what i need them to be (like i said, points and their id´s) while the map has been made in the GUI, and if so how the best approach would look like (importing or extracting?)
Nothing else. But thanks anyways.
0
Hello.
I´m working on my map atm and encountered the "problem" that i now have like 250 lines of trigger code that i need duplicated and changed. One big problem ist, the editor is lagging like ass and even changing one line takes only on the clicking and updating part about 10 seconds - selecting the right variables not included.
This clearly is a totally pain-in-the-ass work and i wonder if and how it might be possible to ease thhings up a bit.
The triggers are refering to points, so i have all points set up and wouldl ike to just copy and paste all the triggers as code and then assign these points.
Is that in any way possible?
Ofcourse i searched a bit and found out that points have their PointID thing - so i would need to know that for each point individually. Is it possible to get that ID from any source? (like opening the map with an mpq editor or something?)
And if so, or any other way to speed things up, how do i insert the code? Do i have to import it anyhow or could i just use that MyScript.galaxy file extracted out of the map, change it and reapply it afterwards?
0
Hello everyone!
This project, Elemental Tank Wars started a long time ago, and like most projects went into hibernation someday without knowing how it´s future might look like.
Yesterday we re-started the work on that project out of the blue, and after getting up-to-date with our own features and issues we had back then, we managed to fix most of the problems and implemented some little changes.
While we are working on some major features right now, we would like to see how the basic game´s balance plays out, and that´s why we are looking for testers!
The game is a 2 team based send-and-defend income game, with 4 players each team - So 8 players would be needed to fill it up.
So if there is anyone interested in helping to test it out and give some feedback afterwards, please post here and we'll coordinate some time with every tester to see how playable the game avtually is.
Also, the game will be publicly published right now under the name of "Elemental TankWars BETA" on EU servers, so feel free to test it out yourself, if you are able to fins some other players to play with.
Regards,
PatchOne
0
About my tome system...
I am not selling or buying items at all - Just the behavior. But also, i am not using a building as shop, i am using a dialog based "interface" to do the vendor stuff.
I am pretty sure you can do this with a real shop aswell, just make a dummy upgrade and on upgrade progress finish you apply that behavior.
A small example of my triggers...
The "Strength" button event (on used dialog item):
This checks if the player has 20 minerals, if so it will subtract them, add one "Strength 1" behavior to that unit from some dummy building as giving unit. Then it sets the array variable of "strength" and "player_hero_stats" for the triggering player to plus 1 (arithmetic, a=a+1)
And then on my revive trigger i just reapply them like this:
killedUnit is set inside that trigger and is just that unit that died, our hero.
So in the end it saves or increases a variable by a several kind of numbers for different tomes you buy (+5 if you buy a +5 tome, obviously) and in the end that variable has sometzhing like, lets say 56 or something, and here it just applies 56 times that behavior again.
Even if my triggering is veeery, i'd say lowskilled, this might help you with your problem, if you are trying this way aswell.
0
The way i fixed that problem on multi-hero maps is buying the behavior instead of an item, and counting plus saving how often that player bought that behaviour into some variable. After death it just reapplies the number he bought that behaviour times the behaviour itself.
That death persistent thing.. how does that work actually or why does it not work on multi-hero maps?
0
Hey again.
Bad news - SC2 seems not to support stacking of simple non-charge items.
Damn, i hoped this would work easily but it simply does not. What a stupid thing not to allow stacking of simple items. Who knows, HotS will probably change that - but for now it seems not possible.
You might however ask this threads creator for any advice on this one: http://www.sc2mapster.com/forums/resources/trigger-libraries/5636-library-galaxy-item-utility-library/#posts
I tried that library but on normal items it just removes them, and items with charges do not add the attribute with every charge - at least as far as i know.
Please, if you find a solution to this yourself, or ask that threads creator and he is able to help you, let me know how it works.
Regards PatchOne
0
Oh wow, that is so simple!
I have a map running, that uses a tome system aswell, and first i tried to recreate these WC3 like tomes, that just increase you attributes as soon as you pick them up, like an instant usable item (like these healing items, or mineral/vespene items from the campaign.)
Then, after it did not work, i made my tome system based on triggers and behaviors - but never thought about your idea, what would make it totally easy.
Give me some minutes, i'll try to figure something out and post my results here - probably i can rework my own tome system that way and help you with your´s at the same time.
0
Hey.
Very nice! Someone with, i'd say "real" programming knowledge is the kind of person i want to work with :).
Do you have some kind of messenger, like Skype or Steam? Just send me a PM with further information, so we can talk about the map and things like that.