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    posted a message on Infestor response

    The goal here is to get the Infestor to respond by either burrowing or casting neural parasite on its attacker (chosen randomly). Please see attached code screenshot. I'm getting the text messages so I know this is firing correctly, but the Infestor just runs away from its attacker. What am I doing wrong?

    Posted in: Triggers
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    posted a message on Owner of created unit

    @malkavianVision: Go

    That sounds like a reasonable solution...I'll probably end up using that.

    Posted in: Triggers
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    posted a message on Owner of created unit

    @AstralCV: Go

    omg that is exactly what was happening in a scripted scene I had with a broodlord...the broodlings were really screwing up my vision sharing changes. So I ditched the broodlords :(

    So how does one deal with this issue? How do I access the broodlings from a broodlord as they are created (before they are done morphing), for example?

    Posted in: Triggers
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    posted a message on my cool loading screens - (what you think?)

    @zeropoints: Go

    Very nice. I'm thinking of doing a custom loading screen for a map I'm working on, but I'm concerned with whether it will increase load times for end-users. To load up the highest-quality image possible, what are we looking at as far as filesize added to final map? And how does this generally affect load times?

    Posted in: Artist Tavern
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    posted a message on Efficient award system for owning dynamic units

    @playpong: Go

    I've found that loading all "things" into arrays works well in the editor. The only thing is that since there are no good array functions you have to (1) Make sure your arrays are initialized to be AT LEAST large enough to hold your data and (2) Make sure you record the count of each array in an Integer variable so you can step from 1 to that value wherever you need to loop through an array.

    First step is creating an Action that loads all the values into an array. This gets called when you fire up the map. Then you just interact with the array.

    I also use arrays of Records a lot. It sounds like you want to have an array that holds your regions. This could be an array of Records and this Record would probably have things like txtRegionName, rRegion, intPlayerOwner, etc (I'm using a convention where prefixes refer to data type - hopefully this makes sense to you).

    Whenever you're directly referencing an absolute value ('4'), a unit type ('Probe'), Region by name, etc it's probably best to load this into a simple variable at global level so you can change it later. When you have a series of items or data structures, use arrays and arrays of records.

    Note on the Data Table: it sound absolutely horrible compared to "real hashes" in "real programming languages" and I would just avoid using it :)

    Posted in: Triggers
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    posted a message on AI Sending workers to opposing base

    Total AI noob here. I'm trying to spawn two opposing computer-controlled players so that I can work on camera controls while they battle. When I get the game rolling, both computer players immediately send 4 workers each to collect minerals at the opposing base, but then they correctly put any newly created workers on their own mineral field. I'm using

    AI Advanced - Initialize AI for Player; AI Advanced - Start AI for Player

    Please note I have a lot of other things going on at the same time so I need to be able to attach/detach AI from players...I can't leave them attached for the whole game due to other game aspects.

    Posted in: Triggers
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    posted a message on Unexplored vision

    @deathtorn: Go

    Indeed it does! Turns out I had forgotten Player 0 when applying this...I had that shared with all players for another reason. Thanks for the "proof in the pudding" response. :)

    Posted in: Triggers
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    posted a message on Unexplored vision

    I'm trying to reset vision on the entire map (standard melee) for a player. When I attempt this with Visibility - Change visibility for player Player to Unexplored within (Entire map) and DO Not check cliff level, the areas that have been explored still remain explored...fog of war covers them, but they look as if they have been explored in the minimap. How can I actually "unexplore" so that it is as if the game had been restarted?

    Posted in: Triggers
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    posted a message on Owner of created unit

    Thanks for the tips! I would like to track things in an array as SoulCarveRR is suggesting, but I'm a bit concerned about the last two comments regarding "created" and "die" events. This is just going to be watching a normal SC2 melee match...do I still need to worry about that or can I rely on the Trigger logic you provided?

    For now I'm going to implement Astral's suggestion as that doesn't seem to have the same caveats...please correct me if I'm wrong.

    Posted in: Triggers
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    posted a message on Owner of created unit

    This seems like it should be simple so hopefully I'm missing something obvious. I want to keep track of all units in a standard game by player. I'd like to store each unit created in an array and remove them as they are killed/destroyed. I have setup a Trigger with the Event "Any unit created...". However, I cannot seem to get at the owner (player) of the unit or the owner of the unit that created the unit. Any help?

    What I'm ultimately trying to do is destroy all a player's units at a certain point, so if there's an easier way than tracking them as I suggested above, please let me know.

    Posted in: Triggers
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    posted a message on So I am doing a term paper...

    @StatusQ3: Go

    I'd check Google and Wikipedia before checking an SC2 Maps forum.

    That said, the world is still clearly in a state of deciding what sorts of social and political systems work given various cultural contexts. I don't think it's constructive to even ask the question of whether one system is inherently "bad" without first examining context. Take famous historical examples of successes/failures of the various systems, write about a few, and draw conclusions based on your explorations.

    Posted in: Off-Topic
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    posted a message on Fatalities

    @zeldarules28: Go

    You know the 1v1 Obs - Xel'Naga map for example? I'm working on a hyped-up version of that that handles arbitrary team sizes, hero-like selection, cinematics, and more advanced controls/rewards among other things.

    Posted in: Data
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    posted a message on Fatalities

    I'm working on a matchmaking system and a friend of mine had what seems like a great idea: end matches with fatalities. Remember Mortal Kombat where, after a win, you could mutilate your enemy in fun ways? Well, I'd like to apply that to different combinations of standard SC2 units. Having worked mostly in the Trigger Editor so far, I have little knowledge of how difficult it is to manipulate units visually. Some example scenarios:

    - A zealot cuts a hydra in half and the top half slides off and falls to the ground while the bottom half continues to stand - A unit tosses a Scorpion-like hook at an enemy and drags them across terrain ("Get over here!") - A zerglings grows to immense size and "stomps on" its enemy, squashing it

    I can imagine a lot more complex scenes but I was wondering how doable are the ones listed here? Anyone interested in making some fatality scenes? :)

    Posted in: Data
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    posted a message on Leaderboard trouble

    I'm setting up a basic leaderboard for a 14 player game. I loop through each player, filling in the rows and columns with data. I fire up my map - and the last 2 users (Player 13 and Player 14 in the list) are always centered at the bottom of the Player column regardless of the style I've applied to those rows. It also (silently) refuses to print out data in the 13th and 14th rows of the leaderboard as well. There is nothing special about the code associated with these rows...I'm led to believe that Leaderboards are bugged for more than 12 rows??

    UPDATE: After some more tinkering I found that Leaderboards do not seem to behave as expected. There doesn't appear to be a way to add true labels to columns, sorting seems broken, the "Add Player" function seems to break when you add a title row at row 1....is it just me or are Leaderboards seriously messed up?

    Posted in: Triggers
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    posted a message on Supressing system messages

    I'd like to suppress the system message(s) that come up when a player leaves a game ("X has left the game. X's remaining resources will be split..."). Is this doable?

    Posted in: Triggers
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