I did the math and realized pretty quickly that you can't even fit 2 decent sized maps into the allowed size. So the idea of having multiple maps as playable in a single game is simply not possible. Had the same idea but instead had to implement my observer system in one map with the idea of porting to other maps later (like 1v1 Obs series does). My system handles arbitrary team sizes, so it is applicable to any map in the game, not just 1v1's. I release in about a week so we'll see how it goes and if it gets good feedback I'll start porting to larger maps for 4v4, 2v2v2v2, etc.
...but it doesn't handle chat commands like whispers, correct? All of those are lost, I take it. I did something similar for my chat interface although I used text labels instead of listbox. Chat commands are not picked up....a sacrifice I was willing to make to move the darn chat off the center of the screen and avoid the flicker created with "Clear All Messages" action.
I need access to *all* upgrades. I was hoping to avoid changing any data and also avoid the case statement of translating string to human-readable. It seems strange that there's no way to get at the human-readable version directly. Thanks for the info.
I'm trying to reset the Total Resource Value of Units Lost on a player to 0. I'm doing this by using the attached code screenshot. This seems to have no effect on the specified player's actual score. Is there something else I need to do in order to get this score set to 0?
Hi I'm trying to access the human-readable name of the upgrade when a player researches an upgrade. See attached screenshots of Trigger code and data I'm trying to get at in Data Editor. I'm currently using the "Name" field...this gives back something like "ProtossAirArmorsLevel1" after trimming off the "/Upgrade/Name" prefix. What I really want is the tooltip name (I believe) of "Protoss Air Armor Level 1". I can't seem to get at this human-readable value...I'm probably missing something simple. A little help?
Doesn't matter if they are allies or not. It's funny because I made them allies because I thought someone would say "it's because the reaper is attacking first" or something. Anyway, good thought, but no dice. Any other ideas? Seriously this is driving me crazy...someone has to know how to fix this. If this is you, could you just alter my code and re-upload the map to show me how this can work? Thanks!
Please see attached code screenshot and map file, which represents a simplified scenario to highlight a problem I'm having. The goal here is to get the Infestor to Neural Parasite the Reaper. For some reason I cannot get the Infestor to respond to the order to do so. What am I missing?
Hi stupid question but since patch 1.3 I can't use the downloadable SC2Layout files previously posted here. How can I find these or extract them from my local installation?
Update: I have downloaded and used an MPQ editor to extract what I need. Problem was I had the Galaxy editor running and MPQ editor was saying invalid file...it was because the file was in use. Bad error reporting, MPQ editor! And stupid, me!
Another update: It seems if I've replaced GameUI.SC2Layout, the game will not function properly if I don't quit from the game before re-launching a test. This is true even if I make no changes to a file. In other words, it appears that the game ignores or has trouble with loading replaced SC2Layout files when re-launched from the editor if it's already running. Make sure you quit the game before testing your layout files!!
Update: Two things. (1) Switching Neutral player to Neutral control enabled the correct placement of works (in between town hall and minerals) when spawned...also seemed to unlock other AI functionality. (2) Explicitly setting starting positions in Map > Player Properties enabled true melee AI. See attached map.
Does anyone know what the deal with (1) is? And does anyone know how I can change starting positions (same as Map > Player Properties) using code during runtime?
Please see attached map and code screenshot. I'm trying to create a situation where I'm watching four computer players fight each other. I've tried many different things, including other AI scripts (like Mimic), AIDefaultEconomy, etc and I can't seem to get them to work in my map setup. If you fire up the attached map (which is a very simple approximation of a map I'm working on), you'll notice that sometimes computer players will send their workers to another start location to harvest. This is unpredictable however. I believe many of the problems here could be caused by the fact that I'm starting these players in arbitrary locations (not their "starting location" as in their player property). I can't seem to set this player property without going into the Player Properties dialog in the editor...which is not what I want anyway since I need to choose starting locations programmatically...not sure if that's the problem though.
Any help or insight on how I can get computers to fight each other with even dumb ai using the fewest lines of code possible, that would be great. This is just to test camera controls...I don't even really need it to actually be good AI...I've spent so much time on this compared to other features it's ridiculous.
So apparently that's what happens when the screen gets stretched beyond its normal aspect ratio. I was able to get this to happen repeatedly when running in a window launched from the editor onto a secondary 1080p monitor. You can't possibly "stretch" the window wide enough to cause this glitch, but for some reason it launches that way from time to time. I'm on a Mac and I've noticed a ton of other weird bugs with the editor...gotta get my PC back up and running!
One of the worst bugs is an array element (variable) gets reset to 0 in every occurrence of that array throughout the entire program randomly. When I start getting errors I know I need to search for all occurrences of "recMatch" and replace the "[0]" with "[intMatch]". Absolutely no explanation for this. Ridiculous!
I haven't gotten much response on this but here goes again. Could someone generate a simple map that creates two computer players that fight each other while Player 1 shares their vision but does not get units of his own? A very simple "observer" situation is what I'm looking for. I can't seem to figure out how to get proper AI engaged on players when not using the standard "Start Melee AI for all Players".
0
@deleted_4561146: Go
I did the math and realized pretty quickly that you can't even fit 2 decent sized maps into the allowed size. So the idea of having multiple maps as playable in a single game is simply not possible. Had the same idea but instead had to implement my observer system in one map with the idea of porting to other maps later (like 1v1 Obs series does). My system handles arbitrary team sizes, so it is applicable to any map in the game, not just 1v1's. I release in about a week so we'll see how it goes and if it gets good feedback I'll start porting to larger maps for 4v4, 2v2v2v2, etc.
0
@BasharTeg: Go
...but it doesn't handle chat commands like whispers, correct? All of those are lost, I take it. I did something similar for my chat interface although I used text labels instead of listbox. Chat commands are not picked up....a sacrifice I was willing to make to move the darn chat off the center of the screen and avoid the flicker created with "Clear All Messages" action.
0
@BasharTeg: Go
I need access to *all* upgrades. I was hoping to avoid changing any data and also avoid the case statement of translating string to human-readable. It seems strange that there's no way to get at the human-readable version directly. Thanks for the info.
0
I'm trying to reset the Total Resource Value of Units Lost on a player to 0. I'm doing this by using the attached code screenshot. This seems to have no effect on the specified player's actual score. Is there something else I need to do in order to get this score set to 0?
0
Hi I'm trying to access the human-readable name of the upgrade when a player researches an upgrade. See attached screenshots of Trigger code and data I'm trying to get at in Data Editor. I'm currently using the "Name" field...this gives back something like "ProtossAirArmorsLevel1" after trimming off the "/Upgrade/Name" prefix. What I really want is the tooltip name (I believe) of "Protoss Air Armor Level 1". I can't seem to get at this human-readable value...I'm probably missing something simple. A little help?
0
@BasharTeg: Go
omg laughing indeed. Thank you.
0
@BasharTeg: Go
Doesn't matter if they are allies or not. It's funny because I made them allies because I thought someone would say "it's because the reaper is attacking first" or something. Anyway, good thought, but no dice. Any other ideas? Seriously this is driving me crazy...someone has to know how to fix this. If this is you, could you just alter my code and re-upload the map to show me how this can work? Thanks!
BTW, awesome name. Miles Teg is the man.
0
Please see attached code screenshot and map file, which represents a simplified scenario to highlight a problem I'm having. The goal here is to get the Infestor to Neural Parasite the Reaper. For some reason I cannot get the Infestor to respond to the order to do so. What am I missing?
0
How are you opening the patch.SC2Archive files? MPQ editor refuses to open them saying they are not valid..
Update: Apparently you cannot open these when the editor is open or the game is running. Fixed.
0
I just got around to trying this and 1.3 broke deathtorn's map and I don't know how to get at the new SC2Layout files. Anyone?
nm i figured it out :)
0
Hi stupid question but since patch 1.3 I can't use the downloadable SC2Layout files previously posted here. How can I find these or extract them from my local installation?
Update: I have downloaded and used an MPQ editor to extract what I need. Problem was I had the Galaxy editor running and MPQ editor was saying invalid file...it was because the file was in use. Bad error reporting, MPQ editor! And stupid, me!
Another update: It seems if I've replaced GameUI.SC2Layout, the game will not function properly if I don't quit from the game before re-launching a test. This is true even if I make no changes to a file. In other words, it appears that the game ignores or has trouble with loading replaced SC2Layout files when re-launched from the editor if it's already running. Make sure you quit the game before testing your layout files!!
0
Update: Two things. (1) Switching Neutral player to Neutral control enabled the correct placement of works (in between town hall and minerals) when spawned...also seemed to unlock other AI functionality. (2) Explicitly setting starting positions in Map > Player Properties enabled true melee AI. See attached map.
Does anyone know what the deal with (1) is? And does anyone know how I can change starting positions (same as Map > Player Properties) using code during runtime?
0
Please see attached map and code screenshot. I'm trying to create a situation where I'm watching four computer players fight each other. I've tried many different things, including other AI scripts (like Mimic), AIDefaultEconomy, etc and I can't seem to get them to work in my map setup. If you fire up the attached map (which is a very simple approximation of a map I'm working on), you'll notice that sometimes computer players will send their workers to another start location to harvest. This is unpredictable however. I believe many of the problems here could be caused by the fact that I'm starting these players in arbitrary locations (not their "starting location" as in their player property). I can't seem to set this player property without going into the Player Properties dialog in the editor...which is not what I want anyway since I need to choose starting locations programmatically...not sure if that's the problem though.
Any help or insight on how I can get computers to fight each other with even dumb ai using the fewest lines of code possible, that would be great. This is just to test camera controls...I don't even really need it to actually be good AI...I've spent so much time on this compared to other features it's ridiculous.
0
@deathtorn: Go
So apparently that's what happens when the screen gets stretched beyond its normal aspect ratio. I was able to get this to happen repeatedly when running in a window launched from the editor onto a secondary 1080p monitor. You can't possibly "stretch" the window wide enough to cause this glitch, but for some reason it launches that way from time to time. I'm on a Mac and I've noticed a ton of other weird bugs with the editor...gotta get my PC back up and running!
One of the worst bugs is an array element (variable) gets reset to 0 in every occurrence of that array throughout the entire program randomly. When I start getting errors I know I need to search for all occurrences of "recMatch" and replace the "[0]" with "[intMatch]". Absolutely no explanation for this. Ridiculous!
0
I haven't gotten much response on this but here goes again. Could someone generate a simple map that creates two computer players that fight each other while Player 1 shares their vision but does not get units of his own? A very simple "observer" situation is what I'm looking for. I can't seem to figure out how to get proper AI engaged on players when not using the standard "Start Melee AI for all Players".