• 0

    posted a message on I have 641 Points, and I want to spawn a unit on every single one.

    You can get point from name, so if you name your points like UnitA_1 UnitA_2 .. UnitA_157 .. and so on you will be able to easily iterate trough them in trigger loops.

    Posted in: Triggers
  • 0

    posted a message on Starcraft 2 4.4.0, native functions with Date & Time

    FYI the Date/Time stuff was a passion project from our server engineer who actually used to be an SC2 modder

    from SC2Mapster discord

    Posted in: General Chat
  • 0

    posted a message on [Net Neutrality] Asking the real question here.

    Net neutrality is about ensuring that your local internet Service Provider (ISP) treats all your internet traffic equally - not blocking or throttling it as they wish. Why would they want to do such thing? Mostly when they want to sell you a service and there is a free alternative out there, without net neutrality they can just block all access to it to users using their internet. It also enables them selling limited internet where you can only access certain things, which might not be terrible on individual level (as you chose to pay less) but is a bad thing on a bigger scale.


    This particular vote only affects US residents and what dishonest practices their ISP can employ to get more cash out of them.


    Net neutrality is not a universally enforced rule by US, it's regulated in each country individually (EU has some regulations about it too). Some countries don't have net neutrality at all. For example, a google search told me that Indonesia doesn't have net neutrality (https://www.eyerys.com/articles/news/indonesia-and-internet-neutrality-getting-away-it).


    If you want to learn more in-depth about it- someone linked me a video about the history of this whole thing in US:


    He starts going trough precedents of ISP trickery in US around 25 min mark.


    Posted in: General Chat
  • 0

    posted a message on Skillshot ability that can bounch off terrain help

    Honestly, I would just make it a dummy unit with air pathing that looks like missile.

    - It is created when unit uses ability and is ordered to move on "triggering ability taregt point", also save its direction angle and run a trigger thread on it that checks every 0.0625 if fake missile is on unpathable terrain.

    - if trigger detects that fake missile is on unpathable terrain/cliffs - calculate bounce angle and order fake missile to move in new direction.

    Posted in: Triggers
  • 0

    posted a message on How to show missile from trasher on minimap ?

    Step 1:  Download void thrashing coop map from this thread: https://www.sc2mapster.com/forums/resources/trigger-libraries-scripts/176712-co-op-maps

    Step 2: Open void thrashing map, go to triggers, what you want is trigger called "Void Thrasher Missiles", it's located in:
    "Cooperative Mission"->"======= MAIN ======="->"Utility"



    TLDR: use an event that detects missiles birth, attach ping to it, wait untl missile dies, destroy the ping.

    Posted in: Triggers
  • 0.96

    posted a message on Working on a DBZ RPG. Custom Models, etc...

    Real question is... Who would actually be interested in playing it?

    It's DBZ, I wouldn't worry about not having people to play it ;D

    Just go for it and do it is the advice I'd give.




    Posted in: Project Workplace
  • 0

    posted a message on I made a simple character ability.

    These are some nice visuals. Tell us more about the project :0

    Posted in: General Chat
  • 0

    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)

    Having just a month would be more of an exercise in figuring out what you can do in one month and doing just that to the best of your ability. Keeping that scope as small as possible.


    From my perspective 2 months means + more polish and iteration. 3 Months means I'll be working on this as a side thing (splitting work between whatever I'm currently set on doing and this single-player thing).

    Posted in: General Chat
  • 0.966101694915254

    posted a message on New War Chest Models


    That mutalisk looks like some sort of a vampire bat. Exactly what I needed :D

    Posted in: General Chat
  • 0

    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)

    Mm, a month is good. I imagine that for someone with a regular job that's approx 80 hours of mapmaking (1-2 hours each work day and 10 hours on weekends). Enough for a finished rush job if you can plan accordingly.


    I've had an idea long time ago that didn't go anywhere because it would have been better off single-player and I don't do single player. This might be a good enough excuse to go trough with it and see if the idea had any merit to it.

    Posted in: General Chat
  • 0

    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)

    How much time you think on giving for this thing?

    Posted in: General Chat
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    Heya dephinium, thank you so much for having these assets be public.


    I'm letting you know I'm making use of 2 models of yours

    https://www.dropbox.com/s/42fkz5dhbcl0fvm/FroCatty gravity.gif?dl=0


    and you're credited for them in a following manner :)

    "NanaKey_EF_OverGravity.m3 and NanaKey_EF_ZeroGravity.m3 taken from Delphinum_Model_1.0 bnet dependency;"


    Have a great day!

    Posted in: Artist Tavern
  • 0.962962962962963

    posted a message on [Model] m3 to xml - editing hardcoded colors

    Worked perfectly, tyvm!

    Posted in: Tutorials
  • 0

    posted a message on [Model] m3 to xml - editing hardcoded colors

    Heya there. I just wanted to drop by and say that this is godsend. Time and time again I come back to use this method to retexture things.


    This is my latest adventure -> https://ibb.co/hV6GkF

    Shame I have no clue on how to embed images in this new setup (and it won't allow me to upload anything :D)



    So yea, super useful, thanks again!


    EDIT: This said, looks like I can't convert hybrid nemesis death model from xml back to m3. :/


    "File "F:\m3\xmlToM3.py", line 218, in <module>    convertFile(filePath, outputDirectory)
      File "F:\m3\xmlToM3.py", line 166, in convertFile    doc = xml.dom.minidom.parse(inputFilePath)
      File "C:\Users\PC\AppData\Local\Programs\Python\Python36\lib\xml\dom\minidom.py", line 1958, in parse
        return expatbuilder.parse(file)
      File "C:\Users\PC\AppData\Local\Programs\Python\Python36\lib\xml\dom\expatbuilder.py", line 911, in parse
        result = builder.parseFile(fp)
      File "C:\Users\PC\AppData\Local\Programs\Python\Python36\lib\xml\dom\expatbuilder.py", line 207, in parseFile
        parser.Parse(buffer, 0)
    xml.parsers.expat.ExpatError: not well-formed (invalid token): line 156336, column 31"

    Posted in: Tutorials
  • 0.963210702341137

    posted a message on [Monthly Test - June]Noir Automata 05:Wrath of the Tal'Darim by EDHRIANO

    Played it on normal, lost when reached 1st base because I ordered all units to storm it and there was a reaver. On 2nd playtrough every time I saw a structure I'd send out DTs to stasis detection (cannons) -> stasis pylon powering detection and kill everything.


    One possibility of mitigating reaver deadliness on easy and normal difficulties is giving players vision of outposts when they approach them. That way they know that there are such and such units there and can have easy time to plan accordingly.


    Overall difficulty seemed okay, nothing relevant stood out in a bad way.

    Posted in: Map Review
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