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    posted a message on Tab Targeting?

    Was wondering if anyone had information on a Tab Targeting system. Currently my only idea on how to do this was to create a large circular region, probably 30 or so in diameter. When the player hits TAB, move the region to the hero owned by the player who hit the button, and add all enemies (Hostile Players) To a unit group. Then select the closest enemy to the center of the region and remove the selected unit from the group. Once done, every tab hit would select the next unit in the group, and remove it from the group. When the group is empty, it would move the region to the hero, and start over again. Just from a concept side of things i can see this causing some annoying problems (If an enemy is in the group, and the player leaves the area, technically the enemy is still barring a new region from collecting new enemies to tab through). Any help would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Trigger to prevent duplicate button text?

    @coronbale: Go

    So im assuming because this isnt replied to, noone knows how? Or not possible?

    Posted in: Miscellaneous Development
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    posted a message on [Triggers][Solved] Walkover a thing and it gives you money

    @NuclearNuke: Go

    I was planning on doing the exact same thing in my map. Basically i have a region (lets call it P1 Region) attached to my hero. When my hero moves near any enemy, a trigger that has the event "Unit Enters Region" Runs. If that unit is money, destroy the unit, and collect the dollar value. I havent worked out the details, but it sounds like were doing the same thing, might as well collude. Ill put something together and let you know what i come up with.

    Posted in: Triggers
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    posted a message on [Triggering] Show me a better way..

    @coronbale: Go

    BTW, my post was assuming you were meaning tagged 1 and 2 to be unit groups.

    Posted in: Triggers
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    posted a message on [Triggering] Show me a better way..

    @torrasqu: Go

    Hmmm, again this is a specific kind of question for a specific functionality. I may have done something similar, in that i have build code for a player to jump in and use a mech during my map. When the player gets near, it transfers functionality to the mech as if the player had gone in, moves the hero to a group called MECH, moves the mech unit to the hero group, and teleports him to my pineapple (Object out of view from the playable map). The part that may help, is how i juggled the players hero, and the mech between 2 diffrent unit groups. That way, if the mech reaches 0 HP, the mech blows up, the player dies, a trigger check occurs that shows that A the player in hero 1 group died (mech), but HEY, there is a unit in mech 1, so it moves the hero unit from group mech 1 to group hero 1 (original configuration), and teleports the hero to the site where the mech bit the dust.

    If this seems like something you could use, just let me know, if not, no worries.

    Posted in: Triggers
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    posted a message on Trigger to prevent duplicate button text?

    Currently i have a UI, traditional MMO style with buttons on the bottom of the screen. My only problem with its functionality, is when you select and item from the spellbook, and place it on the action bar, you can duplicate the image of any ability. IE if you select Marine Stim, with the syringe symbol from the spellbook and click on your action bar, you place the ability there along with a trigger that updates the button text to match the ability transfer. After this, you can select the same skill and the button next to it, and now you have 2 syringes on your bar. I was playing with the idea of a clear button, to wipe your bar completely, but i feel like thats a cop out. Anyone who can think up, or put me in the right direction of a trigger that will remove the text on a button if it matches the latest button assignment?

    Thanks in advance

    Posted in: Miscellaneous Development
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    posted a message on Big project in the works about to be scrapped, need input

    So I have been working on a game for the last month or so, been sinking massive amounts of both time and effort into and I think I'm finally throwing in the hat. I have been continually fighting against phantom issues that seem to show up and ruin the code at random. One bug, i know has been mentioned on here before, was a series of upgrades that suddenly appeared, lagged my game, and if i tried to click on them it would crash my editor. Not willing to give up, i transferred all my code to a new map, with nothing in the data editor, and started again. Now I'm getting about 200 warnings, and random unknown warnings about every single trigger i have in the game. I ignored that, because i checked my code, and everything seemed to be in order (And it played without a problem). Now I'm getting crashes when i load up the game, and when its not crashing I'm getting an e_arrayoverflow error in a trigger that has nothing to do with anything I've changed in the last week. I know how to debug pretty well by now, but I'm officially stumped. Has anyone else experienced issues such as these>? I would post some code on here, but I'm upwards of a few hundred triggers by now, and wouldn't know where to start.

    Thought I would hit you guys up, seeing as you guys have had a hand in the editor probably more than i have since release. Most of these problems started popping up after many MANY hours of work, and I'm afraid that if i move my code to another map, the problem will simply follow me again.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Data editor crash (selecting upgrades)

    Same issue here. I have about 30 copies of Protoss Shield Upgrades that have somehow found their way into the game. When viewed in the overview (seeing as clicking on them in any way crashes the editor) it shows they are connected to 90 some odd unknown triggers in my map. The triggers are only connected back to the upgrades and do nothing. Currently scrapping my map these are on because of this, and am pretty sure this is why i have been having crazy lag while coding more content into this map. If anyone finds a workaround to get rid of these upgrades, please post it. Till then, the map goes in the junk pile.

    Posted in: Miscellaneous Development
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    posted a message on JADED Space - My project

    So I am a first time mapper, and would like to get some feedback on the game i have been building for the past 3 weeks. I'm learning this stuff as i go, but taking the time to code in everything i want in here to complete the vision i have for the game. It works for 4 players, and while this map isn't exactly fun for hours, it shows what I'm shooting for in an engine to springboard the rest of my game. The UI was recently completed, as well as the targeting system, quest system, and the vehicle code (Hop in the mech and try it out). Any feedback would be appreciated, and ill try and keep my project up to date as much as possible as i continue with development.

    Hoping to have a solid Alpha in 2 weeks, and finished beta a week or 2 after that.

    Posted in: Project Workplace
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    posted a message on Banks banks banks... need someone to dumb this down a bit

    @s3rius: Go

    OK, Round one... Heres where i am so far. Your pictures were very helpful. Map initialized, all players preload their data, then one at a time they open the data and save it to their playing game variables. From here the game can refrence the save slots (IE saving variable GOLD from Bank slot [2] that i designated as GOLD in my variable map. I also understand i have to pull that data out of the Bank block using the correct Key and String right? IE when putting the data in to be saved (As if the player were done for the day) it looks like this

    Bank - Store Integer (variable for gold) as GOLD in section MONEY in bank P1 Bank - Save Bank P1

    <<Question - Doesnt this file need to be a generic file for all player (IE MAIN Bank file). My reasoning here was that If player 1 saves his game to P1, and tomorrow plays in player slot P2, his P2 Variables would not be his P1. Thats why i was thinking this had to be something like this when saving and quitting

    Bank - Store Integer (variable for gold) as GOLD in section MONEY in bank MAIN Bank - Save Bank MAIN

    and to pull this integer out of here for use in the game i do something like this:

    Open Bank Main for Player 1 Variable - Set GOLD = (Load GOLD in section MONEY from MAIN)

    Hmmm, gonna stop there, cause i think im off the reservation. Also i read your post you linked about the SC2 Data Library program (which btw is very sexy). First off, i have no idea how to integrate a .lib file into my map (and didnt see that explained in the comments or tutorial info). I like the idea of taking all of my needed save variables and saving them all to one long string, this way i could have one string for Player 1 Hero 1, one for Player 1 Hero 2, and so on for 4 players with 4 heroes. What i cant wrap my head around is how a string of integers can be unpacked and loaded into about a dozen different variables. Is this something your .lib file does for it? Thanks for bearing with me, i feel one step closer to understanding how this all works.

    Posted in: Miscellaneous Development
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    posted a message on Banks banks banks... need someone to dumb this down a bit

    @s3rius: Go

    Thanks so much for the response. Im going to get started on this immediately, and Ill get back on here and post if I running into problems.

    Posted in: Miscellaneous Development
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    posted a message on Banks banks banks... need someone to dumb this down a bit

    To start off, Im a new mapper, and started getting into this since the release of SC2. That being said, I have probably logged over 100 hours in the map editor, and close to that much watching tutorials, skimming the web and damn near any other way to find out how to do this stuff. Here is my problem.

    Banks - I have been researching these for 3 days now, and so far the only source for a how to is the youtube vid made by Galaxyeditortutorial. I don't know if anyone new to mapping has watched this but its probably the most complex thing on earth (couldn't follow it the second time through, and wasn't any closer). My map is getting to the final stages of development, and I'm to the point where i need to understand how to save data and recall it for 4 players. Trying to apply this video to that situation had been frustrating to say the least. I have a few questions, if someone has the time.

    1. The info i found out was MONTHS old, is the 80 total variable limit on saves still in effect? If this is true how wold someone recommend me saving data for 4 possible heroes for 4 possible players. If my math is right, this means i can only save 5 variables per hero, per player, per save data. (4 players, 20 variables each, spread across 4 heroes, 5 blocks per hero).

    2. If, for instance, i were to save data for a hero, in a multiplayer setting, and the variables were level and money (i figure if i can learn 2, i can make the link to doing more). Could someone suggest an init setup, load setup, and save setup for these variables?

    I understand this might be a dull request for the mappers that get this, but please believe that I'm not a moron or anything, I've actually put together a very nice game with some very cool features relying almost entirely on learning the editor from tutorials. I'm just at the point where i cant delay building a save game system anymore, and the resources on the web have been less that helpful for me. Thanks in advance.

    Posted in: Miscellaneous Development
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