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    posted a message on How to sort an array?

    @Vexal: Go

    LOL

    Posted in: Triggers
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    posted a message on Audible feedback on timer window

    @Vexal: Go

    It's 3 lines that don't work though since there is no "Timer Changed" event (only timer events exposed in GUI are Periodic Event, Time Elapsed (in-game), Timer Expires). I think deathtorn's method will work well for me. Thanks!

    EDIT - found an even simpler way of doing this. Just setup a new periodic trigger to check time elapsed on desired timer

    TRIGGER

    Event - Timer - Every 1.0 seconds of Real Time Conditions - Timer is paused == false AND Remaining time of [Timer] < 11 Actions - Play sound for all players

    Posted in: Triggers
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    posted a message on Audible feedback on timer window

    What's the easiest way to add an audible "beep" each time a timer window counts down one?

    Posted in: Triggers
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    posted a message on Camera rotating around point

    I have a camera that has an Angle - Field Of View set at 27, so it's sort of halfway between overhead and over the shoulder. I want to keep this angle while rotating around a point. By this I mean I want the point to always be at the center of the screen while the camera continues to circle around it in midair so you see all sides of a unit at the point. What's the best way to do this?

    EDIT: I accomplished this by setting a periodic timer that cycles through modulus 360 + 1 each second and then the camera moves its Rotation to this. It is strange that we have Yaw in Terrain editor but Rotation in Triggers.

    Posted in: Miscellaneous Development
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    posted a message on Maximum map size

    Bummer...thanks much for the info. I guess I will have to focus on one map and if that is successful then create a series of maps in the same flavor.

    What is the best way to complain to Bliz about this?

    Posted in: Terrain
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    posted a message on Maximum map size

    My idea was to combine all the maps into one "big" map and dynamically place the starting points based on which map was supposed to be used. I'd have to restrict camera movement and HUD map to simulate only one map...I take it from your response this is basically not possible and so I'm stuck with only a single map? Thanks for your input!

    EDIT: to make this clearer: imagine a huge map and inside that map are "islands" that are really copies of Blizzard maps we all play on battlenet. Camera/HUD/etc would be forced to interact only with the selected "island" during a given battle. Is this doable?

    Posted in: Terrain
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    posted a message on Maximum map size

    Hi I was hoping someone could give me a quick answer to this: I want to have a published map that selects randomly from a list of Blizzard-approved maps. Ideally I'd like to have 4 each of 1v1, 2v2, 3v3, and 4v4 maps to accommodate different team sizes in-game. Is this possible given the map size limits? What is the largest number of maps I can hope to include in my modded map?

    Posted in: Terrain
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    posted a message on Shared dialogs or split by user?

    Okay I didn't realize that buttons were just dialog items. Very helpful.

    Posted in: Triggers
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    posted a message on Shared dialogs or split by user?

    Thanks - that will take some time for me to digest. In the meantime, I'm actually hoping to use Screen Buttons as they seem to be easier to customize style-wise. How can I get the player who clicked a button? I can't seem to get that hook...and I can't seem to attach a function with parameters to a screen button. It only will fire a named trigger, and of course triggers don't have parameters, but the trigger can also not get at "Triggering Player" so I'm stumped as to how to figure out which player clicked a screen button. Any ideas?

    Posted in: Triggers
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    posted a message on Shared dialogs or split by user?

    Hi I'm wondering what the best practice is for "global/navigation" dialogs that will be consistent for all players but will hold different states for each player. Do I need to create the whole set of dialogs for each player and store them in an array, one element for each player? Or can I create one set of dialogs and then just use Triggering Player and related to handle individual player interactions? I started with the latter but it seems pretty difficult to handle different users that way...thoughts would be appreciated.

    Posted in: Triggers
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    posted a message on Help with Tiggering Player

    Okay thanks I guess I need to learn more about Player functions. It's strange that Player isn't a data type. Instead I guess we have to do our own management of players via integers in global arrays, eh? So you have an array of Player Records that holds all of their in-game attributes...a common pattern?

    Posted in: Triggers
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    posted a message on Help with Tiggering Player

    I've got some Screen Buttons and I have a trigger that fires when any of the buttons are clicked. The problem is that I can't seem to get access to Triggering Player from the Functions list so I have to apply any changes to All Players, which is not desired. I have tried replacing the buttons with Dialog Items but for some reason I'm still having trouble getting at the Triggering Player consistently.

    Posted in: Triggers
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    posted a message on [Dialogs] Really Great Looking Dialogs, Part 1

    Great tutorial - well written! Note, however, that you seem to change your terminology from "Unit Selection" to "User Selection" near the end...was this intended?

    Posted in: Tutorials
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    posted a message on 2v2 obs + arbitrary team sizes

    I love playing the "1v1 observer" maps and would like to make a generalized version of this capable of handling arbitrary team sizes in-game and supporting multiple maps.  First, I want to make sure no one else is already working on something like this.  Second, I am a total newbie with SC2 map editing...I've been doing programming for 10 years professionally (C++, PHP, Ruby) so I should be able to get up to speed quickly enough.  Any thoughts/suggestions to get me started?  Thanks!

    Posted in: Miscellaneous Development
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