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    posted a message on Use galaxy to make maps without editor?

    Hi,

    I'm thinking of continuing to work on a project of mine, but I've run into some power issues: running the galaxy editor on my machine has becoming far too taxing for it, to the point that it creates a noticeable temperature increase. For the moment I don't have access to a more powerful machine (yet), but I would like to continue working on my project (without getting burnt of course).

    I don't have any background in the galaxy script (though I know triggering, programming languages, and some JASS), so I would just like to clarify a few points about it.

    1. Is there a language/text based way to do stuff with the objects in the data module (like make new units, etc.) without even opening the editor or using the gui? I know you can view the text based format with the gui, but is there a dedicated interpreter for it so you could create up new units, spells, behaviors, etc. without ever going into the editor?

    3. Are data based solutions more efficient than trigger based ones? Or does this depend on the objects/triggers involved (some triggers are computationally expensive, or a certain data type can really add unnecessary overhead?)?

    Posted in: Galaxy Scripting
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    posted a message on Current status of map/bank security

    Ah, I was hoping that things might have improved (the threads I found about this were 2-3 years old) but I guess Blizzard really doesn't care?

    Two of you mentioned that signatures can now be faked and maps easily broken into now; what about 3rd party map protection? Surely there are some powerful tools out there that at least prevent a player from opening a map, even if the galaxy script is always recoverable? I suppose with an active community it would make it hard for someone to come out of nowhere and fake their stats, etc. While it is a lot of overhead, is there any way for the author to have a list of all the bank files made for their respective map? If you could do that, you could simply throw out the ones that stand out which you know are false (this requires a lot of grunt work though). I imagine if someone does cheat their way, they would usually give themselves imba stats, or at least those very close to top level players. Or perhaps even make players register with you to allow them to make a bank file (they have to contact you, and then you add their name, etc. to some list of allowed savers in the next map update?).

    I know Warcraft 3 had really good map protection that even mainstream unprotected could not break (e.g. xdep), though the JASS code was very easy to recover.

    I'm sure all this stuff has been said before, but I think you guys underestimate the average player. A lot of people have college degrees in computer science, and there are a lot of communities dedicated to cheating maps (d3scene for example), so even the average guy could find success.

    Posted in: General Chat
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    posted a message on Current status of map/bank security

    Hi everyone,

    I was curious if anyone knows the current situation with map security with regards to banks.

    From what I found on past threads, a determined individual can eventually cheat the bank system of any map to get the best stats, rank, etc. since the encryption algorithm/secret key can always be recovered.

    Is this still the case now? How do popular maps with bank systems like Mafia deal with this? I cannot imagine Dark.Revenant would tolerate such things...

    Posted in: General Chat
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    posted a message on Dynamic Terrain Generation

    Hi,

    With all the new awesome updates from HotS, is it possible to come up with a terrain generation system to generate actual terrain?

    By this, I mean it's already possible to generate random "dungeons" (using various models / doodads), but can we create actual random terrain.

    For example, there is this old gameboy color game DWM2. The major mechanic of the game is that you journey to new worlds, which can consist of multiple islands or even one large continent. Each world has an entirely random setup each time, and usually features its own unique terrain set (iceworld, fireworld, forest, desert, etc.) with mountains, forests, towns, castles, villages, etc. The gameboy color game did a really good game at random world generation and was the major point of the game's replay value.

    I have been desperately wanting to re-create that, and I can't imagine that something as advanced as the galaxy editor in 2013 can't replicate what a silly gameboy color game could? To be fair, I don't think Blizzard intended the editor for this kind of use, but I think it was even possible in Wc3...

    Posted in: Triggers
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    posted a message on Using Array Variables

    @FuzzYD: Go

    But let's say that every player is allowed up to six heroes, so I have to store each hero as well each hero's attributes.

    I'd use a 1-d Unit Array[6] Heroes and then a 2-d int Array[6][6] stats and just match the indices to know which index of the Heroes corresponds to the index of the int Array:

    Heroes[0] information is stored in stats[0]

    etc...

    Posted in: Triggers
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    posted a message on Using Array Variables

    @FuzzYD: Go

    I haven't worked with arrays in awhile but how then do multi dimensional arrays work?

    Array[n] (size here) has n elements

    Then If I did int Array[6][6] (both numbers are sizes not indices here) at each index of the array there are six additional possible indices?

    int Array[3][3] a

    a[0][0] = 72 a[0][1] = 1567 ... a[5][5] = 2632

    I've done image manipulation by representing pixels/their colors in 3-d arrays and that's how it worked...

    Posted in: Triggers
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    posted a message on Using Array Variables

    Hi everyone,

    Where does the indexing start for arrays in SC2?

    What I mean is, does an array of size in SC2 1 mean an array that contains a single element (Array[0]) or an array that contains 2 (Array[0], Array[1])?

    I'd believe the latter but it gives the option of having an array of size 0. As arrays are hopefully static in SC2, setting an array to size 0 would make it so it could never hold any elements but I'm sure there are some uses for a null array if that is allowed in SC2.

    The arrays offer the possibility of multiple dimensions but I'm not sure how to use SC2's gui to make a 2 dimensional array.

    I'd like to declare an array that holds arrays of type integer (an array of (arrays of integers)) which would look like:

    Array[0] = IntArray{0,1,2} Array[1] = IntArray{5,112,79} Array[2] = IntArray{10000, 99584, 6543} etc...

    Thanks!

    Posted in: Triggers
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    posted a message on Making ability more efficient in data editor

    @DrSuperEvil: Go

    This works great! The only problem is, as you mentioned, if I wanted someone to see the level of the buff but I don't think that will be too important since most of the fighting is pvc and the player will see the level of the ability always.

    Posted in: Data
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    posted a message on 1 Actor for Multiple Behaviors

    Hi everyone,

    If any of you have played warcraft 3 before you know that when a unit is under the effect of an aura it receives a blueish circle glow around it to indicate it to the player. This glow is the same no matter what the aura is (brilliance, unholy, vampiric, etc.).

    I wanted to know if there was a way to design my levelable auras in such a way that I could have a single actor that covers them all in a single event, rather than have a million events listed in one actor, even though each aura will have 3 different behaviors and there will be at least a dozen auras (thats 36 behaviors which means I'd have to put 72 events in the actor!).

    Thanks!

    Posted in: Data
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    posted a message on Custom Buttons

    Ok I added examples in the above post.

    Note how the terran heal has lined corner pieces in each corner while the protoss feedback does not.

    If I give a spell an icon that wasn't originally a spell/ability icon, the arrows won't appear so it will look like the ability is just passive, as in the protoss feedback image (which normally has those corner lines on it when in gameplay). Naturally I tried to look through the data but couldn't find any actor or UI that controlled the appearance of those corners.

    Posted in: Artist Tavern
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    posted a message on Making ability more efficient in data editor

    @DrSuperEvil: Go

    I've tried to apply your solution but unless I have misunderstood (1) what you wrote or (2) how to implement what you wrote, I can't find a solution that allows for any less than a total of 14 (effects+behaviors).

    I've drawn out the possible effect trees below with a total of effects/behaviors for each one, with a V indicating a validator for that index level of the ability.

    (1) 15 total (worst case scenario) {Searcher1V, 2V, 3V} > {Search Area1, 2, 3} > {Apply Behavior1, 2, 3} > {Behavior1, 2, 3} > {Damage1, 2, 3}

    This works obviously but it's pretty much brute force

    (note the link of data types: B(ehavior) > E(ffect) > E > B > E) (Validator Abil Count > Carrier)|||| (Validator Abil Count > Infected) (2) 9 total (impossible): Searcher > Search Area > Apply Behavior > Behavior > Switch (Effect1V, Effect2V, Effect3V)

    This won't have the desired behavior, because if you used validators for each of the switch effects, it will count the infected unit's level of the ability and not the caster/source, because at this point the caster is the infected unit. Instead, this will decide the damage based on the infected unit's own level of that ability. I did some testing with validators to try to reduce the total count as much as possible. Apparently, anything past the Search Area is controlled by the infected unit (thus the validator will count that unit's level of the ability), as the caster is technically the infected unit, since it has the behavior now.

    Since the validator is meant to get the level ability of the unit carrying the plague, validators can only have the desired control at either the level of Searcher or Search Area. You mentioned cutting out one of the levels, the "Disease Behavior" which would give us:

    B > E(Search Area) > E > E

    however I can't see how to make the damage effect periodic and last without a behavior?

    B > E > E > B > E to B > E > E > E

    I believe that 14 is possible using a switch to contain all 3 of the search areas that validates for the ability level.

    Posted in: Data
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    posted a message on Damage Effect for Current Energy

    @sethmachine: Go

    Nevermind, I figured it out. I remembered after posting this that Blizzard implementing such an effect for EMP, so I looked up the effects for that...apparently they used a modify unit effect for the vitals.

    Posted in: Data
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    posted a message on Damage Effect for Current Energy

    Hi everyone,

    There is the damage effect in the effects that causes a unit to lose whatever the combat amount is each time the damage effect is applied.

    Is there a way to make a damage effect that instead causes the unit to lose that much energy/mana? I tried using behaviors but they modify the actual max energy by a static amount or fraction rather than just subtracting some amount.

    As an example, say you were implementing a warcraft 3 ability like Mana Burn, which drains a targets mana for a static amount (but doesn't modify its maximum).

    Thanks!

    Posted in: Data
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    posted a message on Making ability more efficient in data editor

    @DrSuperEvil: Go

    I'll have to test that method out because that would save a lot of work, as the only thing that changes each level is the dps (1|2|3).

    Well it's a levelable passive ability but now has validators that won't make it run unless the monster's dummy ability is a certain level. Is there a better way to do this too?

    Posted in: Data
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    posted a message on Custom Buttons

    I managed to put in a custom icon, however when I make it an ability icon it doesn't have the round corners on each of the button's corner for abilities, so it looks like a passive ability and not one you can use/a spell.

    How do I add these "selection" corners onto the button?

    Posted in: Artist Tavern
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