Eheh, it's certainly a lot less work to pick an existing map and modify the storyline or ending ( many civilians doing the happy dance with fireworks and such? :) ).
What about you pick an existing map and ask the author if the changes you want can be made?
1. Panels aren't visible. They are like frames to further organize other dialog items. Moving/resizing a panel will move all dialog items with a position relative to it.
2. Event Any player uses a dialog item (or something like that). Check if the dialog item corresponds to your pulldown item, and if it does, retrieve the current selection.
The player's selection and control groups is part of the data constantly sent to all clients, so there shouldn't be any extra traffic or delay from reading the information.
What about just synchronizing the control groups every 0.25 second or so? It's simple and response would be faster than detecting key hits.
It lags a bit, you say? I have seen it happen on my laptop, although that's because it overheats really (doesn't happen with a fan blowing on it).
Galaxy and data have been written to be as fast as possible, without catching any kind of broad events. I suspect it might be the AI Tactical functions. I have noticed they fire hundreds times per second, each call for each unit scanning for targets for various abilities... I'll have to try reducing the AI's Actions Per Minute, that's probably related to the large amount of calls to Tactical AI functions (can anyone confirm?).
I don't think there should be much lag on most machines, except on overheating laptops!
SouLCarveRR : "random in triggers doesnt seem to be all that random"
Really? I would think Blizzard would use a robust and fast random number generator like the Mersenne Twister, without any kind of bias and an astronomical period.
Anyone feel like running some statistical analysis on the Galaxy rand()? :)
Sure, character name is Stragus, code is 396.
Ahli634, these graphs are drawn with rotated dialog items. It's not perfect but I think it's the best we can manage given what Blizzard gave us...
An Omni Light can't appear to die, it has no death animation. What are you trying to do?
If you want to turn them off, have them catch a SetVisible 0 message. If you don't want all doodads in the region to become invisible, rather add a new event to the doodads to react to a signal which would then call SetVisible 0, and send a message with that signal to all doodads in the region.
I can say it is possible because I have done it.
Though, I didn't use any pre-defined bunkers and related upgrades : I just created new units, actors, models and everything related. It also made it possible to have all kinds of bunkers simultaneously for the same player (regular, fortified, regular with turret, fortified with turret).
If there's some kind of conflict between the fortified bunker and turret upgrades for the existing units (after all, it's not possible to get both at the same time in the campaign), the safest path would be to create new units just as you want them to be.
"Pictures" stored as large arrays of "pixels" would be very good candidates for a run of RLE (Run-Length Encoding) compression before saving. It's just the kind of pictures RLE excel at and it's extremely easy to implement.
Though how are you actually drawing and storing the pictures? I don't follow the part about text tags.
And reals/floats are fixed point math with a precision of 1/4096 in SC2, there's no point storing anything beyond the 4th decimal.
I don't have much experience with text actors, though I can't believe they would really be that different from any actor...
If your behavior's damage response calls a handled effect of a type like "Modify Unit", and you then catch that effect in your events to create your text actor, specifying "At Source", can the actor really appear anywhere else than on the source unit?
Or is there something magically different about text actors?
I haven't experienced anything like it, although my maps explicitely preload anything that will be seen or heard in the first couple seconds (music, voices, models) which may just be the solution to your problem.
1. The trigger events are registered at map initialization, before variables are assigned to anything, so your Unit variable has no value yet. You can register new events at runtime dynamically but only with some Galaxy code, not from triggers.
2. Set both "No Transmission Source" and "No Portrait".
VagabondAngel, I mean maps that are easy to learn and play well on the first run, without having to spend forever reading or analyzing stuff. Yet, the same maps should offer the potential to always improve one's gameplay and do better than the previous game.
Games such as Chess and Go are easy to learn, yet there's no end to how far one can improve his gameplay through better planning and strategy.
Games such as Tic-Tac-Toe are easy to learn but one quickly reaches the optimal gameplay, without any way to further improve one's gameplay hence it becomes uninteresting.
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Eheh, it's certainly a lot less work to pick an existing map and modify the storyline or ending ( many civilians doing the happy dance with fireworks and such? :) ).
What about you pick an existing map and ask the author if the changes you want can be made?
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I can't confirm at the moment (computer on Linux), but it's probably a different event type, see what else is there instead of "Clicked".
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"That web page doesn't exist." and it's Microsoft Bing, eewwww.
Maybe it doesn't like me because I'm on Linux with firefox.
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1. Panels aren't visible. They are like frames to further organize other dialog items. Moving/resizing a panel will move all dialog items with a position relative to it.
2. Event Any player uses a dialog item (or something like that). Check if the dialog item corresponds to your pulldown item, and if it does, retrieve the current selection.
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The player's selection and control groups is part of the data constantly sent to all clients, so there shouldn't be any extra traffic or delay from reading the information.
What about just synchronizing the control groups every 0.25 second or so? It's simple and response would be faster than detecting key hits.
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It lags a bit, you say? I have seen it happen on my laptop, although that's because it overheats really (doesn't happen with a fan blowing on it).
Galaxy and data have been written to be as fast as possible, without catching any kind of broad events. I suspect it might be the AI Tactical functions. I have noticed they fire hundreds times per second, each call for each unit scanning for targets for various abilities... I'll have to try reducing the AI's Actions Per Minute, that's probably related to the large amount of calls to Tactical AI functions (can anyone confirm?).
I don't think there should be much lag on most machines, except on overheating laptops!
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SouLCarveRR : "random in triggers doesnt seem to be all that random"
Really? I would think Blizzard would use a robust and fast random number generator like the Mersenne Twister, without any kind of bias and an astronomical period.
Anyone feel like running some statistical analysis on the Galaxy rand()? :)
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"Pictures" stored as large arrays of "pixels" would be very good candidates for a run of RLE (Run-Length Encoding) compression before saving. It's just the kind of pictures RLE excel at and it's extremely easy to implement.
Though how are you actually drawing and storing the pictures? I don't follow the part about text tags.
And reals/floats are fixed point math with a precision of 1/4096 in SC2, there's no point storing anything beyond the 4th decimal.
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I don't have much experience with text actors, though I can't believe they would really be that different from any actor...
If your behavior's damage response calls a handled effect of a type like "Modify Unit", and you then catch that effect in your events to create your text actor, specifying "At Source", can the actor really appear anywhere else than on the source unit?
Or is there something magically different about text actors?
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