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    posted a message on mini map removal

    Use the action Show/Hide UI Frame and make this:

    UI - Hide Minimap Panel for (All players)
    
    Posted in: Triggers
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    posted a message on Custom score boards

    Simply import whatever image you want to use for your scoreboard, create a dialog and hide it's background. Then add a dialog item image to your dialog with your imported image as the asset. You'll have to use more dialog items for writing scores/round timers and other such information on it.

    If your sides never change like in your image with blue vs red. Then you can just make that a static part of the image you import. But if you want to list player names up there or something, then you'll need to do that with dialog items.

    From the looks of it, the flags at the bottom probably disappear. That is most likely one of two things. Either they created the flag image and imported it and they are all separate dialog images in the dialog, or it's a part of the static scoreboard and they simply create a white dialog image over the top of them to make them "go away".

    Posted in: Triggers
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    posted a message on Ping problem

    Alright, home now. So I made a new Action and picked Destroy Ping I then changed the "Last Created Ping" to "Ping Stored For Unit". You'll find it on the list of functions once you click last created ping. From there it should automatically have triggering unit written in. My trigger turned out like this. I also added a Unit Type of Unit condition to check that the dying unit is a leviathan.

    Ping Destroyer
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Leviathan
        Actions
            Ping - Destroy (Ping stored for unit (Triggering unit) at index 1)
    

    I believe this trigger will work. I've previously ran into problems using the any unit dies event though with longer triggers or ones with waits. Sometimes it's trying to reference a unit that has already had it's actor destroyed and the unit no longer exists and so the trigger fails. If that happens to you I would try using the Unit - Any Unit takes Fatal Any damage (from Any effects) event instead of any unit dies one. Fatal damage seems to trigger a bit earlier then death in the order of things.

    Posted in: Triggers
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    posted a message on Ping problem

    I remember a campaign mission in HotS you could take a look at. It has a series of battlecruisers that come attack you and some scourge nests that destroy them, I don't have starcraft installed on this pc or I would check for you. Anyhow there might be some insight into how it's done there. As the battlecruisers approach I remember them pinging the minimap and it goes away when they are destroyed.

    I don't remember the exact code for it on hand, but there is also a "destroy ping" action. If I remember right it would go something like this:

    Any unit dies
    Triggering unit = leviathan
    Destroy ping for triggering unit at index 1
    

    A little bit of a generic trigger but it might work for you.

    Posted in: Triggers
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    posted a message on Random movements

    Under the unit, you just have to set it's fidget settings. If you want it to wander while attacking then take a look at the interceptor.

    Posted in: Data
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    posted a message on LAG Kills Lag reducers for maps with high unit counts

    I have a couple maps that run units in the 1000's. There are a few methods that help a lot. First and most important I have found is proper cleanup. If you create a unit, fire a missile, set a variable, any actor really, ect... make sure it's being destroyed. Most late game lag I have seen comes from small things not being properly cleaned and adding up over the course of a game.

    Next up you can force units to only use the low detail models. This has an effect like forcing everyone to run on lower settings. That helps with graphical lag, but does nothing for ping/bandwidth related lag. It is also tedious work.

    As far as I know it, there is no way to detect a lagger. You can however force it to lag. If your really dedicated, you can make a trigger that says something like, pick each player, create 500 marines for picked player at some corner of the map, and then kill them all... The massive sudden increase in units will cause whoever is lagging to either completely disconnect, or at least pop up for long enough you know who is lagging and you can remove them with some kind of vote based kicking trigger.

    Lastly, and probably the greatest anti-lag countermeasure that is oddly not very well known. You can simply lower the game speed. Slower the game runs, the more time it has to do any calculations and renders and the less often it has to do it.

    Posted in: Data
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    posted a message on Changing Map Gravity

    From what it seems, all movers are working correctly. I don't have any complex physics weapons that bounce around or anything, so i doubt I would notice if it is having an effect. But launch effects and beams are all showing correctly. A few units are not being effected by the change to gravity, but that could just simply be they were not designed with that in mind. The protoss shuttle from HotS for instance simply falls to the ground nomatter what settings are used, seemingly same for the phoenix.

    Posted in: Data
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    posted a message on Changing Map Gravity

    Yup, that did it. Just had to find the terrain I was using. Thank you.

    Posted in: Data
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    posted a message on Changing Map Gravity

    So if any of you are familiar with Abyssal City, the GSL map then you know what I am talking about. If not, then just know that the "theme" for it is underwater.

    One of the added aspects of it, is when a unit dies. The ragdoll parts of it will float up to the surface rather then fall/scatter around the ground like most maps. I have looked everywhere and I can't find anything that will effect the physics or the ragdoll on units.

    At first I thought it was fairly obvious, and I could just change the Physics: Physics Gravity Factor 1.0000 field to 0 for the death model of any given unit I wanted to change. But that doesn't seem to work. I also tried changing the main model and the ragdoll one. None of the physics fields seem to effect them.

    Does anyone else know how to change gravity for a map? Or alternatively how to change the way gravity effects specific units if a map wide thing isn't possible? It would be very helpful for me.

    Posted in: Data
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    posted a message on Banning *Permanently*

    I think it would be infinitely more fun instead of banning a player to just create a debuff that get's applied to their units that has "hidden" flag so they never know its there, and it just makes them play poorly. All their damage is less, they take more, maybe their units miss when attacking. It would be far more satisfying to make them play terribly and get frustrated all the time, then to ban them.

    Plus you could put it in their own bank and they would never know it's there or what it means. All they would ever know is that even the worst players are beating them easily lol

    Posted in: Triggers
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    posted a message on Bank help needed. Storing/loading?

    @Talon0815: Go

    Ah! Perfect. That makes a lot more sense. Ty. Ty both.

    Posted in: Triggers
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    posted a message on Bank help needed. Storing/loading?

    From what I understand of what you said, if I use this, assuming "i" iterates from 1-10, this would combine the handle and score into a single value.

    Bank - Store string (PlayerHandle[i] + (String(PlayerScore[i]))) as (String(i)) 
            of section "HighScore" in bank (Last opened bank)
    

    Then to retrieve that value and separate it again I would use something like this?

    Variable - Set PlayerHandle[i] = (Substring((Load key (String(i)) of section "HighScore" 
            from bank (Last opened bank) as a String), 1, 10))
    Variable - Set PlayerScore[i] = (Substring((Load key (String(i)) of section "HighScore" 
            from bank (Last opened bank) as a String), 11, 20))
    

    I must be doing something wrong, because if say one player has a 10 letter handle, and a second player has a 8 letter handle, then the first 2 digits of his score would become part of his handle?

    Posted in: Triggers
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    posted a message on Bank help needed. Storing/loading?

    So I am looking for a little help with banks. I am trying to make a top 10 highscore system. For that I need to store a players score and their handle.

    My map has 5 players, each players bank has the 10 highest scoring players they have played against stored in their bank. I load those values into an integer array. That fills up 50 slots of the array with scores(10 per bank), then at the bottom of it I add each actual players own top score as well. So 55 slots.

    I then run the array through a sorting algorithm to get all the scores in order, and then I simply overwrite everyones highscores in their banks with the 1-10 slots of the array. That all is working fine.

    The problem I am having is the player handles. I would like each score to have a name beside it. So you know who got the score. I have created a second string array of size 55, and to the best of my knowledge I am able to keep the players handles(strings) and their scores(integers) sorted together as it runs though the algorithm. Although without a proper way of storing the handles I can only assume it's working as intended and cannot actually test it.

    When I look at my bank, I have a sections, keys, and values... From my perspective, the easiest way I see to do this is to have a "highscore" section with 10 keys, one for each placement. And then each key would hold a integer value for the score and a string value for the handle?

    Is there a better way to do this? Can a key even hold two values? Is there a way to set the name of the keys to the players handle and then easily load it? To be perfectly honest the bank storing/loading makes no sense to me and I have a very incomplete understanding of it. This is the first map I have made where scoring will be an important aspect of it, or even where banks will be an important part for that matter. Any help would be appreciated.

    Posted in: Triggers
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    posted a message on DialogIncome - Arithmetic formula problem?

    From the looks of it, the divide by 2 might only be doing ((Town count) + ((City count) + 0) / 2) and not including your villages or your income integer. Which on a quick test, you may not have a lot of towns or cities so you might not be noticing the small division that is occuring.

    Your gonna want it to look more like ((((((All your variables and integers))))) / 2)

    Instead of what you have which is ((((((All your variables and integers / 2))))))

    With gui formula's the order in which you add the arithmetic functions is very important. A better explanation is if you change a value to be arithmetic you get (Value1 + 1) If you always click on the "1" part instead of the "Value1" part it will just keep expanding what is contained inside the main parentheses and using order of operations it will add up all your variables, and then in this case, do the division, but it will only divide the last part by 2, since all the variables were not inside a parentheses outside of the divide.

    What I suggest is remaking the trigger. But each time you add your variables use the Value1 to expand the equation and then when your finished and want to divide it, change the last "+ 1" part to "/ 2". That should insure the division occurs last, and across the entire equation.

    Posted in: Triggers
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    posted a message on 3D unit rotation

    Yah, you can change the pitch of a unit either though the data editor or triggers.

    However I am not certain you can do a full 3d rotation even with using actor messages.

    Check this video out for an idea of what I mean. Not mine btw.

    I played around with similar stuff for awhile. Seems like you can't get more then about 50 degrees +/- the default pitch of a unit. It simply refuses to look directly down or up. True 3d movement is possible by raising and lowering the height of a unit, but I haven't seen anything able to face in any direction and move in that direction as well. I have a test map that functions almost exactly like that video if you would like to see at least how I did it.

    Posted in: Triggers
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