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    posted a message on Set Random Seed - Broken

    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.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Multiplayer Replays

    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.

    Posted in: Project Workplace
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    posted a message on Bank Limits?

    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.

    Posted in: Triggers
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    posted a message on Some advice/help/feedback on University Game Design Project

    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.

    Posted in: Project Workplace
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    posted a message on I Quit, i would like Vjeux or Xara to upload my maps to EU

    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.

    Posted in: General Chat
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    posted a message on AwesomeWars

    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.

    Posted in: Project Workplace
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    posted a message on AwesomeWars

    1.10 - All hail popularity system
    changed default minigame count from 10 to 5.
    changed max players from 9 to 3

    Posted in: Project Workplace
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    posted a message on AwesomeWars

    1.8
    #30 pong added (well its actually a pong-pinball mix :>)
    reduced delay between games
    reduced save to bank lag after each game

    Posted in: Project Workplace
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    posted a message on AwesomeWars

    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

    Posted in: Project Workplace
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    posted a message on [Solved][Help] Neural parasite and unit ownership

    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.

    Posted in: Triggers
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    posted a message on AwesomeWars

    1.4
    new minigame #29 - zealot micro

    Posted in: Project Workplace
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    posted a message on AwesomeWars

    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.

    Posted in: Project Workplace
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    posted a message on AwesomeWars

    removed & republished = fix k thx.
    Its now published as Awesome Wars.

    Posted in: Project Workplace
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    posted a message on Minigame game ideas

    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)

    Posted in: Project Workplace
  • 0

    posted a message on invisible published map

    My current map AwesomeWars cannot be found using the search button. Heard that this isnt new so whats the fix if there is one?

    Posted in: Galaxy Editor Bugs and Feedback
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