Also, when I attempt to make the BC jump to a location instead of a unit (changed impact target to Unit/Point) it still tells me must target unit, is there a fix for this? I also removed the Damage effect from the BC.
Edit: Okay never mind, removed the validators, this part works now.
This looks great! My interest in this is creating a "Jump" ability so I played around with the battlecruiser. What I found was that when it launches itself (or jumps) it drops to the height of the terrain, which looks kinda funky, especially as it climbs the cliff. It still seems to move like an air unit though, which is good.
What I also noticed though is that, after jumping, if the infestor hooks it, it regains its air height. Could you perhaps explain why this might happen or if I would see a similar problem with ground units?
Edit: Applied the ability to a ground unit, no such visual effect occurs!
I was wondering if there were a way in the data editor for an ability to reveal a targeted unit, so that if it retreats into the fog the player would still have sight of it for a set amount of time. It would also be nice if this could remain on units that became invisible while having the behavior/effect.
My attempts so far have led me to a series of unit creations and other such craziness through triggers, which didn't look very good, and I've been told to avoid triggers when there's a data equivalent.
As the title suggests, is there a way to change an item's max stacks in game, or by other means? What I mean is this: Say there's an item which cannot stack (or only stacks to one), is there a way to change it such that if a behavior were acquired or something that specific item would then be allowed to stack?
And for the next question (this isn't as important), assuming this is possible, there's really no need to display the stack count if only one of the items can be held (since it will always ready 1), so I'm sure this is a stretch but is there a way to change the "Hidden" flag in game once the stack count was changed, through validations, requirements or through whatever means?
The Troll Tribes over Mafia!!! Haha, but really I agree with TheSkunk, the reviews can't perfectly reflect a map. Almost anyone who has played Island Troll Tribes from Wc3 almost instantly gives my map a 5 even though it is still rather underdeveloped and somewhat buggy for my liking. I'm very critical of my work and at this point could hardly see my map making over a 3 or so, but the fans of the Wc3 mod have bloated my score.
A note on "helpfuls" too, I have personally marked several reviews as "helpful" simply because they gave the map 5 stars, used proper grammar, and made at least one actual comment relating to the map, even if they would not really be "helpful" to a new player when deciding to play the map or not.
On the other hand, I have actually marked a couple reviews helpful that were slightly critical and pointed out a problem with the map or suggested an improvement, which gave me something to work towards.
Again, interesting post, but it won't really change my opinion of anything, other than that I need to work harder to get further in development of my map so that it actually deserves the rating it got. And what is this Pobes vs Zeelot, and how is it so highly rated?
The "level" or "experience" would just be an integer value. This would be the exact same as storing an integer for the number of wins or games played. For example, whenever the player kills a unit, levels up their hero, or whatever it is you want to give the player a level, just queue a trigger to run that will add 1 (or however many) to a variable that keeps track of player level. Then at the end of the game save an integer value in the bank for this variable.
Im not 100% sure on this, but i think its important in which order you do the operations.
Try this:
1. Store your integer
2. Compress
3. Encrypt
4. Hash
I'm pretty sure this is what I'm doing, and it should be the proper code because my problem isn't happening for everyone, at least I don't think.
I have attached the code of what my "Games Won" section looks like. Is this right? It is repeating this exact code for each player that gets a win, is this a problem?
Just a quick question about the algorithm... I am using the Starcode to encrypt Games played and Wins in my map. At most, each of these values can increase by 1 each game. The way I have it set up is that I take the unhash (security level 2), decrypt, and then decompress both values (individual values, each with a set max value of 2000) and then I convert the string to an int. I then use that int as a variable and when saving the bank I do the reverse... My problem is this: The games played and wins seem to jump much more than they should. For example, I had 4 wins, won a game and then the next game I played I had 15 wins. It worked for the first 4 and then broke, and for some players this isn't happening at all. I don't think I have a problem with the triggers themselves, but before I spend hours staring at them I was just curious if it could be a problem with the encryption.
I am trying to create a simple system which keeps track of each player's games played. The way I have this set up is it checks if a bank exists. If it doesn't it sets games played to "1" and then saves it in the player's bank. If it does it loads the number, adds 1 to it and does likewise.
For whatever reason it is not checking if the bank exists and is always going to "Else" portion of my If statement which occurs if no bank exists.
This is rather perplexing for me because I have found my bank file in Documents/Starcraft II/Banks folder and it DOES in fact exist.
I have tried two different methods, neither of which works:
1) Method A: Check if the specific key I am using for games played exists. I have checked to make sure the key and section are copied exactly, so not sure why this doesn't work.
2) Method B: Assume the value exists and load it to a variable, then check if that variable is empty or not. For some reason this variable is always empty, despite the string value in the bank exists. I even made an action to display the variable and it displays nothing.
I have included a picture of my trigger. Methods A and B are labeled. The "Then" in my If statement is minimized because there should be no problem there, and if there is, it doesn't ever go there anyways. This trigger runs on Map Init.
Sorry about that. I wasn't really sure what was important information. I was able to figure it out with the "Ability" items instead of the "Target" items. Thanks for the suggestion.
I'm not 100% sure about what you mean there, so I've included a screenshot of the components (Created unit's actor, targeting item, the effect of that item)
0
@TheAlmaity: Go
Okay thanks, I'll look into this method.
0
Also, when I attempt to make the BC jump to a location instead of a unit (changed impact target to Unit/Point) it still tells me must target unit, is there a fix for this? I also removed the Damage effect from the BC.
Edit: Okay never mind, removed the validators, this part works now.
0
This looks great! My interest in this is creating a "Jump" ability so I played around with the battlecruiser. What I found was that when it launches itself (or jumps) it drops to the height of the terrain, which looks kinda funky, especially as it climbs the cliff. It still seems to move like an air unit though, which is good.
What I also noticed though is that, after jumping, if the infestor hooks it, it regains its air height. Could you perhaps explain why this might happen or if I would see a similar problem with ground units?
Edit: Applied the ability to a ground unit, no such visual effect occurs!
0
I was wondering if there were a way in the data editor for an ability to reveal a targeted unit, so that if it retreats into the fog the player would still have sight of it for a set amount of time. It would also be nice if this could remain on units that became invisible while having the behavior/effect.
My attempts so far have led me to a series of unit creations and other such craziness through triggers, which didn't look very good, and I've been told to avoid triggers when there's a data equivalent.
0
As the title suggests, is there a way to change an item's max stacks in game, or by other means? What I mean is this: Say there's an item which cannot stack (or only stacks to one), is there a way to change it such that if a behavior were acquired or something that specific item would then be allowed to stack?
And for the next question (this isn't as important), assuming this is possible, there's really no need to display the stack count if only one of the items can be held (since it will always ready 1), so I'm sure this is a stretch but is there a way to change the "Hidden" flag in game once the stack count was changed, through validations, requirements or through whatever means?
0
@DarkRevenantX: Go
The Troll Tribes over Mafia!!! Haha, but really I agree with TheSkunk, the reviews can't perfectly reflect a map. Almost anyone who has played Island Troll Tribes from Wc3 almost instantly gives my map a 5 even though it is still rather underdeveloped and somewhat buggy for my liking. I'm very critical of my work and at this point could hardly see my map making over a 3 or so, but the fans of the Wc3 mod have bloated my score.
A note on "helpfuls" too, I have personally marked several reviews as "helpful" simply because they gave the map 5 stars, used proper grammar, and made at least one actual comment relating to the map, even if they would not really be "helpful" to a new player when deciding to play the map or not. On the other hand, I have actually marked a couple reviews helpful that were slightly critical and pointed out a problem with the map or suggested an improvement, which gave me something to work towards.
Again, interesting post, but it won't really change my opinion of anything, other than that I need to work harder to get further in development of my map so that it actually deserves the rating it got. And what is this Pobes vs Zeelot, and how is it so highly rated?
0
@Zeoxy: Go
The "level" or "experience" would just be an integer value. This would be the exact same as storing an integer for the number of wins or games played. For example, whenever the player kills a unit, levels up their hero, or whatever it is you want to give the player a level, just queue a trigger to run that will add 1 (or however many) to a variable that keeps track of player level. Then at the end of the game save an integer value in the bank for this variable.
0
@michaelknives: Go
Ah beat me to it haha, nice.
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@Kueken531: Go
There are, check this link: http://www.sc2mapster.com/forums/resources/art-assets/8347-wow-model-pack-requests/ scroll about 1/3 the way down and look at the "Reptiles" pack
0
I'm pretty sure this is what I'm doing, and it should be the proper code because my problem isn't happening for everyone, at least I don't think. I have attached the code of what my "Games Won" section looks like. Is this right? It is repeating this exact code for each player that gets a win, is this a problem?
0
Just a quick question about the algorithm... I am using the Starcode to encrypt Games played and Wins in my map. At most, each of these values can increase by 1 each game. The way I have it set up is that I take the unhash (security level 2), decrypt, and then decompress both values (individual values, each with a set max value of 2000) and then I convert the string to an int. I then use that int as a variable and when saving the bank I do the reverse... My problem is this: The games played and wins seem to jump much more than they should. For example, I had 4 wins, won a game and then the next game I played I had 15 wins. It worked for the first 4 and then broke, and for some players this isn't happening at all. I don't think I have a problem with the triggers themselves, but before I spend hours staring at them I was just curious if it could be a problem with the encryption.
0
@Ahli634: Go
That did it. Thanks! I figured "_" was allowed... guess not.
0
I am trying to create a simple system which keeps track of each player's games played. The way I have this set up is it checks if a bank exists. If it doesn't it sets games played to "1" and then saves it in the player's bank. If it does it loads the number, adds 1 to it and does likewise. For whatever reason it is not checking if the bank exists and is always going to "Else" portion of my If statement which occurs if no bank exists. This is rather perplexing for me because I have found my bank file in Documents/Starcraft II/Banks folder and it DOES in fact exist. I have tried two different methods, neither of which works:
1) Method A: Check if the specific key I am using for games played exists. I have checked to make sure the key and section are copied exactly, so not sure why this doesn't work.
2) Method B: Assume the value exists and load it to a variable, then check if that variable is empty or not. For some reason this variable is always empty, despite the string value in the bank exists. I even made an action to display the variable and it displays nothing.
I have included a picture of my trigger. Methods A and B are labeled. The "Then" in my If statement is minimized because there should be no problem there, and if there is, it doesn't ever go there anyways. This trigger runs on Map Init.
0
@DrSuperEvil: Go
Sorry about that. I wasn't really sure what was important information. I was able to figure it out with the "Ability" items instead of the "Target" items. Thanks for the suggestion.
0
@DrSuperEvil: Go
I'm not 100% sure about what you mean there, so I've included a screenshot of the components (Created unit's actor, targeting item, the effect of that item)