Thanks for the feedback. Follow up that's related:
From what i can tell you can't create a region after map initialization. Can you move/resize regions via triggers? I'm looking to say take a 12x12 region @ point x, y and then magic happens and it's now a 12x16 region at point a,b.
The scenario is.....units are only allowed to spawn in a certain room...if that room moves, the spawning region needs to move too.
In my ongoing SC2 Map experience, I've decided I want to make a room (or 2 or 3) on my map....I want the room to be a random size and I want it to be placed randomly on my map over and over. I have most of this logic already written but before I continue i have the following questions....
Questions:
1) Do I have to use Destructable Walls? Are there any other suggestions? The walls obviously need to not allow users to walk through them like doodads. I know there's a setting for collision in the data editor somewhere....but would prefer not using it.
2) Do i need to create the wall pieces during map initialization or can i create/destroy the wall pieces every time? For this one I'm worried i might end up creating too many wall pieces and since they're "units" they might lag the map.
can you drect me to a tutorial that talks through loops? I"m having a difficult time translating my programming knowledge to the SC2 editor and galaxy script.
so if i start creating triggers, units, etc via script editor, do they show up in the gui?
Where do i define this? I can't really follow the logical flow by looking at the actual script editor. I would "expect" to see all variables defined, then functions, then other declarations, then the code body.
What you say makes easy sense, i just don't understand the "where" of defining this.
not real familiar with custom scripting yet, but I'm looking to create/move unit X at say coordinates (A,B). Once that unit is created, i want to create/move unit Y to (A+4, B).
For the doodad question, I want to focus on the create/destroy piece real quick in the following scenario:
Step 1) Map loads (i understand terrain loads only one time...i think)
Step 2) Doodad is placed at position X,Y
Step 3) Objective is complete
Step 4) Doodad is removed from X,Y and placed at A,B
As for your RNG script, I would love to see what you got.
I have development experience and have some map ideas I want to try out in the editor. However, I only want to even attempt these ideas if the map editor can support them. I'm not looking for any help at specifically writing functions at this time. Just a simple "yes" or "no" will work. Also, I've gone through a few tutorials and have a general understanding of how to setup basic triggers, actors, etc.
1) Does the editor/map still crash if you have "too many" doodads? It seems this was a problem during/after beta. If Yes, what is the general limit?
2) Is it possible to systematically create and destroy doodads while a game is in play?
3) Is it possible to write functions with multiple conditions? For example:
While (val > x) {
If statement
Switch
endif
Assign updated values
}
4) Is there an RNG function I can use?
I’ve done some very light searching on these items so if I missed a thread don’t hesitate to direct me to it.
0
@Nerfpl:
so i would use the set variable action to resize the region?
0
@Nerfpl:
Thanks for the feedback. Follow up that's related:
From what i can tell you can't create a region after map initialization. Can you move/resize regions via triggers? I'm looking to say take a 12x12 region @ point x, y and then magic happens and it's now a 12x16 region at point a,b.
The scenario is.....units are only allowed to spawn in a certain room...if that room moves, the spawning region needs to move too.
0
In my ongoing SC2 Map experience, I've decided I want to make a room (or 2 or 3) on my map....I want the room to be a random size and I want it to be placed randomly on my map over and over. I have most of this logic already written but before I continue i have the following questions....
Questions:
1) Do I have to use Destructable Walls? Are there any other suggestions? The walls obviously need to not allow users to walk through them like doodads. I know there's a setting for collision in the data editor somewhere....but would prefer not using it. 2) Do i need to create the wall pieces during map initialization or can i create/destroy the wall pieces every time? For this one I'm worried i might end up creating too many wall pieces and since they're "units" they might lag the map.
0
Thanks for all the help.
I am now able to generate units and continuously (and randomly) spawn them at multiple locations. Appreciate all the help
0
@Nerfpl
// Variable Declarations
point lv_p;
fixed lv_d_x;
fixed lv_d_y;
// Variable Initialization
lv_p = PointFromId(25);
lv_d_x = x of p;
lv_d_y = y of p;
this errors out....maybe i'm taking what you say too literal
I"m ok with using the GUI until i get the hang of it...
edit: I defined these variables via the GUI and got the syntax error on the d_x and d_y initializations.
0
slowly figuring this out. Can I also (for any point/unit) get the coordinates and assign the X and Y to separate variables?
0
can you drect me to a tutorial that talks through loops? I"m having a difficult time translating my programming knowledge to the SC2 editor and galaxy script.
0
What's the difference between GUI script and galaxy script?
0
script in text.....really all i'm trying to do for now is (in somewhat psuedocode):
function create() {
put unit at x,y
put unit2 at x+4,y
put unit3 at x+8,y
}
Then a trigger that will call this function over and over when certain conditions happen. Basically i'm creating a room and moving it.
0
so if i start creating triggers, units, etc via script editor, do they show up in the gui?
Where do i define this? I can't really follow the logical flow by looking at the actual script editor. I would "expect" to see all variables defined, then functions, then other declarations, then the code body.
What you say makes easy sense, i just don't understand the "where" of defining this.
0
not real familiar with custom scripting yet, but I'm looking to create/move unit X at say coordinates (A,B). Once that unit is created, i want to create/move unit Y to (A+4, B).
How do i do this?
0
Thanks for the quick reply Jade,
For the doodad question, I want to focus on the create/destroy piece real quick in the following scenario:
Step 1) Map loads (i understand terrain loads only one time...i think)
Step 2) Doodad is placed at position X,Y
Step 3) Objective is complete
Step 4) Doodad is removed from X,Y and placed at A,B
As for your RNG script, I would love to see what you got.
0
Hello,
I have development experience and have some map ideas I want to try out in the editor. However, I only want to even attempt these ideas if the map editor can support them. I'm not looking for any help at specifically writing functions at this time. Just a simple "yes" or "no" will work. Also, I've gone through a few tutorials and have a general understanding of how to setup basic triggers, actors, etc.
1) Does the editor/map still crash if you have "too many" doodads? It seems this was a problem during/after beta. If Yes, what is the general limit?
2) Is it possible to systematically create and destroy doodads while a game is in play?
3) Is it possible to write functions with multiple conditions? For example:
While (val > x) {
If statement
Switch
endif
Assign updated values
}
4) Is there an RNG function I can use?
I’ve done some very light searching on these items so if I missed a thread don’t hesitate to direct me to it.
Thanks!