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    posted a message on [Published] ZerEvolves

    Thanks for the comment iOverflow, someone saying your map is good, but when that person is the creator of the top evolves map on the eu server at the moment, it means you must be doing something right :P.

    Thanks anyway.

    Posted in: Project Workplace
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    posted a message on All Players (Computers) = Same Team?

    They are on one team, but when you test it in the editor, without publishing it, it gives you player one and every other player as computer controller and no allies. Therefore, when you publish it, and got the map variants with teams correct, computers wont take control and alliances should work.

    Posted in: Miscellaneous Development
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    posted a message on Map Publishing Problem

    It is to do with the map variants. Some of the options that can be set corrupt the header files and give you different errors when publishing, all starting with VALIDATION_WORKING_SET. Either delete your map variant and start again or set parts of your game variant back to default and see which one, when set back to none, will let it be published. When i have had this problem, it has been due to the race and colour options in the game variant.

    Hope this helps

    Zeragon

    Posted in: Miscellaneous Development
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    posted a message on [Published] ZerEvolves

    Hi,

    Me and my brother have finally, fully published our version of the classic Evolves game. It is a 4v4 version for the classic Evolves map from Starcraft 1. It is based on the original but updated and has added heroes to choose from as well as the original siege tank at lvl 5. It has been fully tested and has been published on the EU server.

    We have had great fun playing and testing it and we hope you do to. Just search for ZerEvolves in Create A Game and play with your friends until the map rises up the join game list.

    I have uploaded a video of it on for you to see the map before you play it. Sorry about the quality, it was recorded in full hd with ultra graphics settings at 30 fps but got a bit messed up when it was compressed. Still it shows you the layout and overall map.

    Hope you enjoy playing it.

    Zeragon

    ps. If you play it and find any bugs, send me a PM on here or email me at [email protected]. Thanks

    Posted in: Project Workplace
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    posted a message on sc2 lobby teams problem

    @KelvCM: Go

    I know what you mean, and that was the way i originally did it, but you can actually just check alliance to player 1, if they are on the same team you know teammates, then you can re-assign the correct units for the start locations to the correct players so they end up in the correct places.

    Posted in: Miscellaneous Development
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    posted a message on sc2 lobby teams problem
    Quote from geodude52: Go

    @Zeragon33: Go

    i couldnt follow what you were trying to say but i think its along the lines of my same problem. let me know when you fix it! :p

    I have fixed it but without a proper tutorial its impossible to explain so once that it is up i will let you know.

    Posted in: Miscellaneous Development
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    posted a message on How does Armour Work?

    @Septhie: Go

    Not 100% bought this cause i haven't tried it, but check the scout doesn't do +10 damage to armored, in other words -Armored = 20 damage.

    Posted in: Miscellaneous Development
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    posted a message on Math wrong?

    @ST4RKiLL3R: Go

    For a start, 10 / 5 * 25 = 0.08 as in math, * is done before /. And also in your formula you have a bracket so it definitely does 5 * 25 first = 125 then 10 / 125 = 0.08. Therefore you are adding a value less than one. You probably also have the minerals adding a integer value as wave Kills[1] is propably an integer array so therefore it is rounding it down to 0. So if you want 50, do ((Wave Kills[1] / 5) * 25). Or actually, dont even bother having that as you can just put * 5 if thats what you want as 25/5 = 5. Saves unnecessary maths.

    Hope that helps

    Zeragon

    Posted in: Miscellaneous Development
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    posted a message on How to: alliances

    In the game Variants, change the tab of Locked Alianced, to unlocked

    Posted in: Miscellaneous Development
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    posted a message on Problems with Team Start Locations

    Check out this link. (ps. this is not the tutorial yet, just information on why it doesn't work.) This is a problem with multi-team lobby system's. Me and my brother found a way to fix this issue, while making our 4v4 evolves game, by using triggers and we will hopefully post a tutorial soon on how you can fix this.

    Posted in: Miscellaneous Development
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    posted a message on sc2 lobby teams problem

    @SquarelyCircle: Go

    There is a large problem with this, which me and my brother have fixed when making our 4v4 Evolves, which will be ready for release tomorrow. If you got a 4v4, lets say, and the first player than joins is the host. They are now player 1, but if they join team 2 in the first position, ie. Player 5, they remain as player 5. So if you have 4 spawns one side and 4 the other side, the host will be player 5, so allied to people on the second side of the map, but will spawn on the player 1 part of the map, directly next to his enemies. This is a huge problem with the lobby system. Hopefully, we will post a tutorial up about this as we have only just got it fixed, which is why the placement of players in current battle net games with more than one team, does not fit and you dont always end up next to the correct people, or next to people who are your allies.

    When are game is released, we will let you know how to solve this problem.

    Zeragon

    Posted in: Miscellaneous Development
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    posted a message on A Few Problems I Need Help With, Please!

    1. Invulnerability can be giving in 2 ways. It can be given for a unit in the Data Module and by triggers. In the Data Module, search for the unit and double click it. Then go to the unit tab on the right and there is a bunch of flags you can apply to a unit. Scroll down and there is one for invulnerability. Tick this and all units of that type will be invulnerable. The second way using triggers is useful if you want to make a unit invulnerable and then vulnerable at different points in the game. Use the MakeUnitInvulnerable in the Action part of the trigger and just select the relevant unit to make invulnerable or vulnerable depending on what you want.

    2. To be honest this is really up for you to decide. Think of each thing you could possibly want to show on the leaderboard, ie. Name, Kills, Lvl, Score etc. Then mess about in the triggers using the Leaderboard actions, they are quite easy to use after a while, but just mess out with them.

    1. Create Leaderboard
    2. Fill in Headers
    3. Add Players
    4. Fill in Player Text
    5. Colour and Size Information

    I am not aware of any good leaderboard tutorials, and I had to just mess about with and test the leaderboard function to learn them myself, if you are still having a problem with it, ill post up some of my leaderboard code so you can have a look and see how it works.

    3. There are quite a few tutorials in the tutorials section about Heroes and leveling up. These can be found Here. Scroll down to almost the bottom and find the subheading Heroes and there are a nice set of videos and tutorials on how to do this. Use that tutorials page for other tutorials and information you need to know, but if there is anything else that I might be able to help you on, just let me know and I'll try my best to assist.

    Hope this helps

    Zeragon

    Posted in: Miscellaneous Development
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    posted a message on Standard Tower Defense - Versus Mode Spawning

    It locks the command and as all your spawns are in un-multi threaded triggers, it will stop the spawning. But if you have a separate thread for each spawn, then the threads will each one separately and not lock up each other spawn, but you will need to have one for each persons unless you can make the actions generalised, i cant help much on that without seeing what your doing.

    Posted in: Miscellaneous Development
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    posted a message on Standard Tower Defense - Versus Mode Spawning

    The best way I think to do this is to make the trigger run an action and to multi-thread the action. This is easy to do in the editor as when you create and action and click on the action type in the top, below it are a list of tick boxes, with the top one being a tick box for Create a thread for this action. This will mean that this will run and can wait forever, which stopping the action of the other units. Therefore, you just have a multi-threading action for each player so that only there one spawned units hold up there own other spawned units and do not effect the others players spawns.

    It was 2 days ago, but maybe you see this and it helps.

    Zeragon

    Posted in: Miscellaneous Development
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    posted a message on Foreach player in player group

    For the foreach loop to work, you require a local variable to run through the loop and act as the accessor to the information you require. Therefore, for the foreach player in player group loop, add a local variable called _Player of type interger, as this is how it accesses players, and then run the foreach loop as:

    Player Group - For each player _Player in (All players) do (Actions)
        Actions
    

    Then write the actions in there for each player group, using _Player as the ID relating to the player. Also, you were saying that if there was no player 3 but 3 players in the lobby in slots 1, 2 and 4 how would this work. The way that the custom games works is that the player number you are referenced to is the order you enter the lobby, which really annoys me. So if you enter first, you are player 1, no matter if you move to the player 3 slot etc. So the 3rd person who joins, will actually be player 3 even if they move to the player 4 slot.

    Hope this helps.

    Kieran

    Posted in: Miscellaneous Development
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