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    posted a message on (Solved) VERY STRANGE BUG: HOTS Dependency (Screenshot Included)

    @Hobrow: Go

    Okay, so I took your advice to figure it out. I had this:

            General - Pick each integer from 1 to 5, and do (Actions)
                Actions
                    UI - Hide game UI for (Player group((Picked integer)))
    

    Simply changing it to Active Players seemed to solve the problem.

    I just have one more pretty minor issue if you don't mind helping. Do you know what controls how highlight tooltips are displayed? Because upgrading to HOTS changed them for me.

    I would like to change the color scheme back to the default and they need to be aligned left instead of center as in the screenshot. Is there a specific style option I should be using?

    Posted in: Data
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    posted a message on (Solved) VERY STRANGE BUG: HOTS Dependency (Screenshot Included)

    @Ahli634: Go

    Thanks for replying.

    It's just a simple "Show/Hide Game UI for Active Players" line. I haven't had any problems with it until I started trying to upgrade to HOTS.

    Right now all I'm using is Swarm Story (Campaign).

    EDIT: The UI is initially hidden and then shown about one minute later.

    Posted in: Data
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    posted a message on (Solved) VERY STRANGE BUG: HOTS Dependency (Screenshot Included)

    Hey guys,

    I've been trying to upgrade my map from WOL to HOTS and have encountered several issues. I've been able to figure out most of them except this one:

    For whatever reason, whenever I use the trigger show/hide Game UI, this Mission Archives screen appears. I'm unable to hide it - even the trigger show/hide Mission Archives does absolutely nothing. What could possibly be causing this?

    Thanks!

    Posted in: Data
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    posted a message on Age of Extinction (Base Defense / RPG)

    Greetings,

    I'm just about finished with this map and planning to have it released near the end of July at the latest. There's been a lot of other versions running around as Ender RPG and Saint RPG, but they were all solely base defense style games lacking replayability and RPG elements.

    Here's a video showing some of the game including the (unfinished) opening cinematic:

    I have a private copy currently uploaded. I'd greatly appreciate help testing the map - pretty much everything is complete except for the majority of the Campaign game mode. Please leave me your name so I can friend you, or contact Potfish in-game!

    • Choose one of five heroes, complete with an experience system and talent trees.
    • Vote for a game mode - Base Defense or Campaign - and Bronze, Silver, Gold, Platinum, Diamond or Master difficulty.
    • Earn points that save through every game through 30 achievements to unlock abilities, global boosts, passive buffs and titles.
    • Acquire loot (Common, Rare, Epic and Legendary), purchase items, services and upgrades, hire mercenaries, and utilize a fast travel system.
    • Engage in a role-playing experience (Campaign) that branches based on your decisions.
    • Face enemies with powerful affixes like Hunter (+300% damage vs. Heroes), Ensnare (sprays immobilizing slime), and Blink (constantly teleports).
    • Features an in-depth Help menu that contains everything you need to know.

    Posted in: Map Feedback
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    posted a message on The HOTS update broke my work in progress. HELP!

    I have to be really picky about what is shown/not shown when you hover your mouse cursor over a unit. For some reason, the HOTS update practically broke my map.

    I don't know why but for the life of me I cannot figure out what happened. Sometimes when I hover over a unit it will say "Player 7", other times it will show what's in the unit description, and sometimes nothing at all.

    I was wondering if someone could explain what now controls all of this. Thanks!

    Posted in: Data
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    posted a message on ALPHA TEST: Saint RPG

    Greetings,

    I continued where I left off with Ender RPG/Morah RPG. You won't find those maps on Battle.net anymore; they are replaced by what is now in alpha testing: Saint RPG.

    ALPHA TEST VIDEO

    HOW TO PLAY

    You begin by choosing a difficulty and game mode. At the moment, Base Defense is the only mode available (Story Mode will be coming soon).

    The objective of Base Defense is to protect Queen Morah for 40 minutes and defeat the Ender of All when it arrives. In addition, the Shrines of Morah (secondary objectives) should be protected because, when one destroyed, all enemies are granted 35% increased maximum health. There are also other secondary objectives for consideration to increase your chances.

    Bosses spawn every 10 minutes and enemies are granted a number of affixes (abilities/buffs) depending on the difficulty. For example, an enemy with the Cloak affix can periodically turn invisible, while one with the Hunter affix deals 300% additional damage to Heroes.

    FEATURES

    • Choose from five difficulties, with a sixth (Grand Master) coming soon.
    • Choose from five heroes, each with a specific role (Control, Damage, Support).
    • Gain experience and obtain loot. There are many types of loot and each is equipped automatically. You can also sell any item by simply ctrl+right-clicking it.
    • Earn achievements to unlock powerful rewards. All achievements can be repeated every game - you earn points for each achievement (with a bonus depending on the difficulty), and then accumulate the points to unlock titles and powerful rewards.
    • Customize your hero with talent points acquired each level. You can obtain talents in any order; they are simply arranged in a tree to organize them by cost.
    • Purchase buffs and upgrades, hire mercenaries to aid you battle, and even beseech the Gods for their divine intervention at Tetzel Village.
    • Instantly travel across the map with Chrono Rifts, restore your health and energy at Domains of Sanctuary, and try your luck at the Runed Phylactery for a legendary item!

    Please let me know what you think!

    Sincerely,

    Potfish

    Posted in: Map Feedback
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    posted a message on Where is the option to enable alt+click to sell an item?
    Quote from Bilxor: Go

    @Pottfish: Go

    Pretty sure it's Ctrl + click and is enabled by default for items. Doesn't it say so in the yellow tooltip text when you mouse hover over an item? That's how it works for me.

    Yeah, it WAS enabled by default. But... for some reason that option just disappeared. Any idea how to bring it back?

    Posted in: Data
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    posted a message on Where is the option to enable alt+click to sell an item?

    I could have sworn it was an option somewhere. Like, you have an item in your inventory, but to sell it, all you have to do is alt+click.

    Thanks!

    Posted in: Data
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    posted a message on The Best Way to Protect a Bank from Cheaters?
    Quote from TheAlmaity: Go

    @Pottfish: Go

    It won't cause lag for dialogs, and I don't think there is another way. Well, I believe 1.5 added custom trigger events, so you could make one big trigger check what dialog item it is and then activate the right event, but I honestly dont think its worth the trouble. The reason "any unit dies" would cause lags is because there's shittons of units and a lot of them die regularly (Remember that missiles are units as well?)

    Also, using a variable in an event does not work unless the variable is set manually before the trigger is created (Which I don't think is possible without galaxy, apart from setting the default value of the variable). So using Boss[2] dies is the same as "Any Unit" dies I believe. I might be wrong, I'm no expert in this stuff, but that is how it works I believe. Someone else please confirm this.

    Yeah, basically what I was trying to do was figure out a way to handle units dying while avoiding "Any Unit Dies." So... I made a lot of my triggers look something like this:

        Events
            Timer - Elapsed time is 1140.0 Game Time seconds
        Local Variables
        Conditions
            Unit - Create 1 Boss - Maker of Orphans for player 7 at (Center of Enemies: Spawn 2) facing 270.0 degrees (No Options)
            Variable - Set Unit: Boss[2] = (Last created unit)
    
        Events
            Unit - Unit: Boss[2] dies
        Local Variables
        Conditions
        Actions
                    Dialog - Create an image for dialog Dialog: Dialog[12] with the dimensions (770, 132) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image Slap.tga as a Normal type with tiled set to False tint color White and blend mode Normal
                    Variable - Set Dialog Item: Achievement Reward = (Last created dialog item)
                    Trigger - Run Achievement Setting: Reward  (Ignore Conditions, Don't Wait until it finishes)
    

    Thank you for telling me about the dialog... knowing that it shouldn't cause any lag is good to know.

    Posted in: Data
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    posted a message on The Best Way to Protect a Bank from Cheaters?
    Quote from yopeasants: Go

    The signature is a bank option. Try searching that.

    OK, thanks.

    I also have one more question but I figured no need to create another thread since you people are so nice.

    So, my map currently has an enormous number of dialog items that are all stored in one variable with a large array size. I need to have triggers to work with them but for the life of me I cannot figure out a way to specifically refer to them in an event.

    Isn't it true that if I have many triggers like the following, clicking on any dialog will cause a lot of lag because the game will need to check the conditions of every trigger? For whatever reason, I can't check the specific dialog in the event even though I have variables for them.

    Achievement Setting: Used
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
                    (Used dialog item) == Dialog: Dialog Item[47]
    

    For example, instead of using the event "Any Unit Dies" for multiple triggers, I am able to simply put "Unit: Boss[2]" dies. Why can I not do the same with dialog items?

    Thank you,

    Potfish

    Posted in: Data
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    posted a message on The Best Way to Protect a Bank from Cheaters?
    Quote from TheAlmaity: Go

    @Pottfish: Go

    Use the built in bank signatures and signature validation, that way modifying the bank will prevent it from being validated unless the person manages to hack the signature, which isn't particularly easy (But possible). Another thing to do would be to use the Starcode library you can find here on mapster, it will compress and encrypt integers, making it a lot harder to modify them and also saving a lot of space.

    OK, I've checked the triggers and cannot find anything about bank signatures or signature validation. Could you please be a little more specific?

    Thanks,

    Potfish

    Posted in: Data
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    posted a message on The Best Way to Protect a Bank from Cheaters?

    Greetings,

    Let's say you have a simple kill count bank.

    In the appropriate notepad file, the count can be changed to whatever a player wishes simply by editing the file. Is there an effective way to help prevent this? Surely there is no way to completely defend against cheaters, but to at least not make doing so, so easy?

    Thank you,

    Potfish

    Posted in: Data
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    posted a message on Simple Question Regarding Trigger Performance

    Would there be any difference performance-wise between the following two triggers? Would the second trigger require the editor to make an additional calculation?

    Events

    Dialog - Any Dialog Item is used by Player 1 with event type Clicked

    or

    Events

    Dialog - Any Dialog Item is used by Player Any Player with event type Clicked

    Local Variables

    Conditions

    Conditions

    (Triggering player) == 1

    Posted in: Triggers
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    posted a message on PLEASE HELP: What Happened to My Map?

    @Rice87: Go

    Bump.

    I've been checking just about everything I can but to no avail. The problem is only with this map and I don't know why. But, yeah... like units and structures will just fall under the ground for no apparent reason. For example, I will tell a Marine to go from point A to B, and along the way, he will instantly disappear under the terrain as if it's not even there.

    What's more strange is that it's only on very particular parts of the terrain, like on the edges of cliffs and ramps.

    Posted in: Data
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    posted a message on PLEASE HELP: What Happened to My Map?

    Greetings,

    I did nothing out of the ordinary but, for some reason, my map has been freaking out. The triggers are working fine, but something is wrong with the map's terrain... structures and units fall through for no apparent reason. For example, in the map editor, this structure is clearly placed and functional.

    However, in-game the structure is under the ground. What's strange is that there are other structures of the same type around the map and they are not under the ground. Also, look at my mini-map... the blue water squares that you place in the editor are clearly visible.

    There are also other strange anomalies as well. For example, in very particular spots on the map, units fall through as if the terrain simply does not exist.

    I did Ctrl+Z as much as the editor would let me and my only backup is over a week old. I was wondering if anyone had any ideas. The only thing that I can think about that may have broken the map was copy/pasting some data and a few triggers from a different map, over.

    Thank you,

    Potfish

    Posted in: Data
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