I resisted the urge to type it out in galaxy, but since I don't know GUI, this is the best pseudo-trigger I could be motivated to write.
// Pseudo trigger// variablesRandomelementSetuserplayergroup// because variables are cheaper than calling the same functions all the time// actionsWhile(getlastplayerinuserplayergroup)vespene>0// you can afford to make this assumption, because you're calling this right after you give the players vespeneSetrandomelementPickeachplayerinuserplayergroupIssuetheordertotheplayerelementstoretopurchasetherandomelement// append to the end, don't replace, or it won't have time for the order to execute
I shall need to animate my already creepy avatar in order to exceed the Creep Horizon into a Spooky Cascade Failure.
Also, with regards to the topic, a set of programming standards and introductory coursework and reference guides for galaxy new-comers would be useful. I'm more interested in the former, since code sharing at this time is such a pain in the ass for all the vagaries of individual style.
EventPlayer should work fine. Local Player doesn't exist in SC2 triggers, like it did in WC3, because triggers are synchronous; asynchronous processes like actor handling permit local players, but that isn't relevant to your purposes.
Also, here is a GUI port of my Input script, to streamline capturing player input. It stores all input states to a struct/Record array and is intended to be used in conjunction with a main loop thread.
The maps we play will consist of games elected by consensus, some Fun or Not, and participants testing their maps in beta or near-beta stages.
Previously, NA map nights would only play maps not on page 1 of the most popular, but I think this discrimination isn't fair to the participants who might want to organize a few matches of Smashcraft with people they know rather than, say, total strangers.
Sounds neat. I don't have a smart phone or any such thing, though. Not really interested in those novelties.
There are plans to eventually support different stages, but it's not a high priority. Pathing levels are not supported by the engine, so floors stacked atop one another is simply out of the question, short of scripting all movement, collision, camera tracking, and so forth.
This next major update will support choosing vehicle models for purely aesthetic purposes, and an option for a jump ability is planned for a future update.
I'm in need of some screenshots and more death messages. If I use your stuff in the map, your name will be included in the contribution credits in the loading screen and in this topic, of course.
Screenshots are for the score condition option cards, intended to depict the theme of conditions. Don't worry about cropping or touching them up, as I'll handle that myself. Screenshots should preferably be in bulk, inside a zip, rar, or 7z archive.
Survival - Survive to be the last photon cycle on the board. Get one player alive, and at least one player crashing into barriers not owned by the survivor.
Slayer - Earn points for each photon cycle killed by your barriers. Get at least two players to crash into a third player's barriers.
Endurance - Earn 1 point each second you are alive. Get at least 2 players alive navigating through barriers, and a third crashing.
Death messages, pointless and amusing. And I'm always adding more, but I can't do it alone. I need new messages for Boundary Death, Suicide, Double Suicide and Kill notifications, preferably laced with comical memes and references, and no obscene words (obscene implications are dandy).
Boundary Death - One player; Boundry Deaths are the easiest to avoid, and the players deserved to be mocked for them.
Suicide - One player; Suicides tend to be accidental, and also merit making fun of the player.
Double Suicide - Two players; Double Suicides involve two photon cycles crashing into one another, and is ripe for romantic and sexual parody.
Kill - Two players; Kills involve a player being killed by the barrier of another. There are just too many ways to describe a player defeating another.
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For the lazy trigger people.
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Eiviyn's List of Pricks was entertaining; it would make a nice little weekly segment on the stream, each guest could share their List of Pricks.
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I resisted the urge to type it out in galaxy, but since I don't know GUI, this is the best pseudo-trigger I could be motivated to write.
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I shall need to animate my already creepy avatar in order to exceed the Creep Horizon into a Spooky Cascade Failure.
Also, with regards to the topic, a set of programming standards and introductory coursework and reference guides for galaxy new-comers would be useful. I'm more interested in the former, since code sharing at this time is such a pain in the ass for all the vagaries of individual style.
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Trivial update; MAX_PLAYERS updated to INPUT_MAX_PLAYERS = c_maxPlayers to avoid namespace conflicts.
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EventPlayer should work fine. Local Player doesn't exist in SC2 triggers, like it did in WC3, because triggers are synchronous; asynchronous processes like actor handling permit local players, but that isn't relevant to your purposes.
Also, here is a GUI port of my Input script, to streamline capturing player input. It stores all input states to a struct/Record array and is intended to be used in conjunction with a main loop thread.
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Playing those awful maps is good for laughs, so cheer up. Besides, it would still need some consensus.
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The maps we play will consist of games elected by consensus, some Fun or Not, and participants testing their maps in beta or near-beta stages.
Previously, NA map nights would only play maps not on page 1 of the most popular, but I think this discrimination isn't fair to the participants who might want to organize a few matches of Smashcraft with people they know rather than, say, total strangers.
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I've finished the end condition images and have moved on to toggleable option images. Like this one.
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If I get an SEA contact to publish it for me, sure, absolutely. Best way for anyone interested to get a hold of me is in the sc2mapster irc channel.
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Sounds neat. I don't have a smart phone or any such thing, though. Not really interested in those novelties.
There are plans to eventually support different stages, but it's not a high priority. Pathing levels are not supported by the engine, so floors stacked atop one another is simply out of the question, short of scripting all movement, collision, camera tracking, and so forth.
This next major update will support choosing vehicle models for purely aesthetic purposes, and an option for a jump ability is planned for a future update.
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I've been working on the option card images for which I won't be using screenshots (there are a lot). How does this look?
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I'm in need of some screenshots and more death messages. If I use your stuff in the map, your name will be included in the contribution credits in the loading screen and in this topic, of course.
Screenshots are for the score condition option cards, intended to depict the theme of conditions. Don't worry about cropping or touching them up, as I'll handle that myself. Screenshots should preferably be in bulk, inside a zip, rar, or 7z archive.
Death messages, pointless and amusing. And I'm always adding more, but I can't do it alone. I need new messages for Boundary Death, Suicide, Double Suicide and Kill notifications, preferably laced with comical memes and references, and no obscene words (obscene implications are dandy).
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Enigmatic screenshot ahoy.
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Decal doodads may not display on lower graphic settings.