I created a new empty map, only trigger is on init set random seed to 1.
Preplaced a bunch of marines for 2 different players in range of each other and then just compared the combat results from different runs of the map ... it should always be the same but its not.
-> set random seed does not work.
-edit: Only a problem with local test mode once its published it works ... annyoing for testruns though.
Idea: Convert replay.event.data into trigger code add it to the correct map and upload to bnet2 to watch.
This is fairly easy because the event.data is just an array of:
wait(gametime),
-> select/deselect(by UnitId) or order selected units or move camera or (team game only)transfer resources
+ some special commands like join/leave game
+ some (to me) unknown commands that can probably be ignored
Problems:
I dont know how to get the random seed from the replay and set it on the map. (Setting a specific random seed should be possible in the next sc2 version - at least thats what I get from the patchnotes)
No Way to speed up the 'replay' above "faster"
Stuff that still has to be done manually after the initial problems are solved: open the replay mpq and extract the event.data open the correct base map, include the trigger text, set the random seed, upload to bnet2.
My map uses 600 keys for 9 players at ~10 chars each so ~54000 chars - You should be fine.
There are however 'random' errors on loading resulting in a loss of an average of 3%. By random I mean that I havent yet figured out a system behind those errors.
For the buff display - if you have a limited amount of buffs just check: unit has behavior (or stackcount of behavior on unit for stacking buffs) and then display the ones you find using a dialog shouldnt be too difficult.
Well its kinda annoying in sc2 because you cant really play your map unless you bot it to page 1 first because no one will ever join a map not on page 1 unless you personally invite them (you can only invite friends and your friend amount is LIMITED to 50(?).
In w3/sc I just created maps hosted them and players joined. We played the map for a while gg. I didnt care that there were 90% dota maps and that my maps werent popular - because it didnt stop me from playing my map with full players.
And its just annoying to get new trial keys to popularity-bot my map up after every reset just so I could play my map with someone else whenever I want to.
I actually stopped editing & pop-botting my multiplayer maps and just create 1 or at max 2 player maps for now.
1.7
fixed a bug in #24 tetris that stopped players from controlling the game after someone else had left the game(-lobby)
fixed a bug in #6 repeat that allowed players to keep additional units for the remaining minigames
1.1
new bank sync trigger, more efficient, tracks load errors
implemented a simple check for bank values to detect obvious errors
fixed a bug in #24 tetris that crashed the game when a player qued more than 20 commands in 0.0625 seconds.
0
I created a new empty map, only trigger is on init set random seed to 1.
Preplaced a bunch of marines for 2 different players in range of each other and then just compared the combat results from different runs of the map ... it should always be the same but its not.
-> set random seed does not work.
-edit: Only a problem with local test mode once its published it works ... annyoing for testruns though.
0
Idea: Convert replay.event.data into trigger code add it to the correct map and upload to bnet2 to watch.
This is fairly easy because the event.data is just an array of:
wait(gametime),
-> select/deselect(by UnitId) or order selected units or move camera or (team game only)transfer resources
+ some special commands like join/leave game
+ some (to me) unknown commands that can probably be ignored
Problems:
I dont know how to get the random seed from the replay and set it on the map. (Setting a specific random seed should be possible in the next sc2 version - at least thats what I get from the patchnotes)
No Way to speed up the 'replay' above "faster"
Stuff that still has to be done manually after the initial problems are solved: open the replay mpq and extract the event.data open the correct base map, include the trigger text, set the random seed, upload to bnet2.
0
My map uses 600 keys for 9 players at ~10 chars each so ~54000 chars - You should be fine.
There are however 'random' errors on loading resulting in a loss of an average of 3%. By random I mean that I havent yet figured out a system behind those errors.
0
For the buff display - if you have a limited amount of buffs just check: unit has behavior (or stackcount of behavior on unit for stacking buffs) and then display the ones you find using a dialog shouldnt be too difficult.
0
Well its kinda annoying in sc2 because you cant really play your map unless you bot it to page 1 first because no one will ever join a map not on page 1 unless you personally invite them (you can only invite friends and your friend amount is LIMITED to 50(?).
In w3/sc I just created maps hosted them and players joined. We played the map for a while gg. I didnt care that there were 90% dota maps and that my maps werent popular - because it didnt stop me from playing my map with full players.
And its just annoying to get new trial keys to popularity-bot my map up after every reset just so I could play my map with someone else whenever I want to.
I actually stopped editing & pop-botting my multiplayer maps and just create 1 or at max 2 player maps for now.
0
1.12
added a game attribute to select if you want to play random games or pick the games.
changed players back to 1-9.
0
1.10 - All hail popularity system
changed default minigame count from 10 to 5.
changed max players from 9 to 3
0
1.8
#30 pong added (well its actually a pong-pinball mix :>)
reduced delay between games
reduced save to bank lag after each game
0
1.7
fixed a bug in #24 tetris that stopped players from controlling the game after someone else had left the game(-lobby)
fixed a bug in #6 repeat that allowed players to keep additional units for the remaining minigames
0
keep your event a unit dies
then just loop through your units and break the loop when your loop unit == dying unit
-> you now know which unit died and which number in the array it had.
0
1.4
new minigame #29 - zealot micro
0
1.1
new bank sync trigger, more efficient, tracks load errors
implemented a simple check for bank values to detect obvious errors
fixed a bug in #24 tetris that crashed the game when a player qued more than 20 commands in 0.0625 seconds.
0
removed & republished = fix k thx.
Its now published as Awesome Wars.
0
made a minigame map as well: awesomewars. dl it and look at the minigames it might give you some ideas. (its published but bug-invisible on bnet)
0
My current map AwesomeWars cannot be found using the search button. Heard that this isnt new so whats the fix if there is one?