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    posted a message on I have an idea, without the skills.

    It's a neat idea duck, although like some other people said, I don't know how you'd balance it :P If you end up deciding to make the map, you're in the right place to learn how to do it! Feel free to send me a PM if you have any specific questions ^.^

    Also, I don't know if you've seem/played Natural Selection 2, but it does something kinda similar-ish. One person on each team plays the game like an RTS, managing resources, upgrades, buildings, etc.... The rest take control of a single unit and play it in an FPS view, although that wouldn't work as well in sc2.

    Posted in: General Chat
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    posted a message on 1v1 Melee Map Dynamic Mechanics

    Welcome to sc2mapster! Feel free to send me a PM if you need anything or have any questions! :)

    An altered melee map is a neat idea, and it's actually pretty easy to do.

    Quote from theworldofdustoerba: Go

    1) Neutral alien species (Spine Crawler) that attacks either player.

    This one's very easy. Just open the terrain editor, press U on the keyboard to select the units panel, select the spine crawler, select player 15 as the player, and then place it into the map. The spine crawler will die without creep though, so you have two options. First, you could place a creep tumor next to it. Or second, you could remove the creep-dependent behavior via the data editor. To do this, find the spine crawler in the data editor's Unit tab. Then bind the behaviors+ field, and remove the two creep behaviors.

    Quote from theworldofdustoerba: Go

    2) Neutral alien species again, this time, the Leviathan unit which spawns in 10 mins and then every x minute, yet allowing a maximum of one to be present on the map until killed. An alarm post sounds when there is a Leviathan entering the map (Just like the alarm sounds by the signal posts in the WoL campaign level Zero Hour where when the zerg is about to assault your base, the alarm sounds as a warning).

    This is a little bit trickier. You'll need a simple trigger for this one, like this:

    Event: Periodic Event: Every 600 Real Time Seconds // That's 10 minutes of real-world time. You can use game time if you want 10 minutes of in-game time
    Conditions: Number of Units in Unit Group ( Units (Leviathans) in Region (Entire Map) Owned by Player (Any) ) = 0 //This just prevents one from spawning if one already exists
    Actions: 
    Play sound (Whatever sound you want to use) for (All Players) at 100% Volume // This is your warning
    Create unit (leviathan) at point (wherever you want it to spawn, just place a point there and select it) for player (15)
    

    I'm going to skip answering the third one right now, since I'm a little bit pressed for time :)

    Quote from theworldofdustoerba: Go

    4) Falling Zerg drop pods with few alien units popping out, just like the idea in 3) .

    This one's similar to #3.

    Event: Periodic Event: Every (Random integer between 300 and 900) Real Time Seconds // I made it random just for fun, you can make it take however long you want
    Conditions: (None)
    Actions: 
    // Repeat these 2 actions for whatever groups you want to send down in drop pods
    Create unit (5 zerglings) at point (wherever you want it to spawn, just place a point there and select it) for player (15)
    Create Drop-Pod (Zerg) for unit group (last created unit group) at point (the same point)
    

    Here, you're creating the group of units, and then creating a drop pod. This seems like the wrong order to do it, but it's just weird like that. The Drop-Pod action takes the brand new units and puts them into a drop pod, which gets sent down and explodes open just like you see in the campaign.

    Quote from XenoZergNid: Go

    alright heres the wiki it should be enough to get you started! http://wiki.sc2mapster.com/Main_Page

    A quick note on the wiki- That's our new wiki, and it's very unfinished. We're slowly adding things to it, but it's far from ready. You can click here to go to our old wiki, which has all the information inside.

    Posted in: Triggers
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    posted a message on Starmon - A pokemon style map
    Quote from OceanFlex: Go

    Figured I'd ask you guys if anything important happened in the last 17 days. Any newly mapped areas, or screenshot worthy game-art? Maybe there's some update on how "soonish" alpha is coming? I know that spring is stressful and busy for many (as a Senior in school, I am very busy too) but I would welcome news!

    I was just coming over here to let you guys know we're not dead, but maity beat me to it :P I've been taking exams at my school but I'm just about finished now, so I can resume work on the map. Maity's been writing up the first official plot details (before this it's only been pre-game lore and general ideas). We're not going to be spoiling the story for you, but it's pretty awesome. I'm going to be working hard to do the story justice with the quests. As you could probably tell by Maity's devious laughter, we're planning some pretty cool stuff for the story. ^.^

    Speaking of quests, I'm also going to start cranking out more of those- it's one of my next goals. The main storyline quests, at least up to the cutoff point for the alpha, are planned but not yet programmed. We're going to be adding in some sidequest stuff as well to keep people entertained between the story. The "core quests" of the story will probably be about 10(ish) levels apart, so we're going to fill the in-between time with sidequests.

    I also know we promised a pair of 2 videos a while back, to show off two new things. The first thing is almost ready to show off, so you should hopefully see a video soon. The second feature ended up taking me longer to program than expected- it's not finished yet, but it's almost ready enough to show off.

    So anyways, we're not dead, but we did have to take a break from development. But now we're back on track, and you should start seeing some cool stuff in the future.

    Posted in: Project Workplace
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    posted a message on Is this the most active sc2 mapping community?
    Quote from Draktok: Go

    That's one thing that bugs me - most of the tutorials that are 2010 / 2011 are sort of incorrect, some simply by placement of buttons moved and others by the button turned into another or meshed with another because of various reasons, and it can make it hard to follow a tutorial to the letter if you have to half skip a part, y'know?

    The recent 1.5 patch changed a lot of stuff, and we realize that many tutorials are now out of date, even if they're just a little bit off.

    We're currently working on something pretty neat for the website, and part of that involves us correcting outdated information to make sure it's up to date. You'll likely hear more about SoonTM ^.^

    Posted in: General Chat
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    posted a message on Terran Control Tower

    Wow, it looks way better now :D Keep up the good work!

    Once you've finished & uploaded it, send me a PM and I'll approve it for you ^.^

    Posted in: Artist Tavern
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    posted a message on Wiki targets for May

    We just broke 100 pages for the new wiki! :)

    We've got a long way to go, but it's a solid start. Nice work everybody, keep it up!

    Posted in: Wiki Discussion
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    posted a message on In-game UI Editor
    Quote from JeffQ: Go

    @willuwontu After enabling it, the UI still can't be dragged.

    @Bibendus Yeap, same here. I wonder what changed Blizzard mind to make disable drag. Or maybe I am just missing something crucial.

    I don't remember drag ever working O.o

    Either way, I was talking to one of the devs about this earlier. Basically they had to release patch 1.5 but they hadn't finished the UI editor yet. So they decided to release the UI editor prematurely so that we would at least be able to have some of the features. They plan on allowing us to export the UI files and give the whole thing an overhaul at a later date.

    Posted in: UI Development
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    posted a message on How do I open threads at the first post?
    Quote from Amaroq64: Go

    It's been like that for me too since I first started browsing here. (Never knew there was a blue/black theme!)

    It was a looong time ago :P That was way back before sc2 was even released, and we were using the beta editor. Nobody had any idea what anything did, and we hadn't created the wiki yet ^.^

    Quote from Chiquihuite: Go

    @Mozared: Go

    I have the orangey theme and get the following behavior-

    If a thread is a single page, it starts me on the last post. If a thread is multiple pages, it starts me on the first post on the first page.

    Using Chrome, if that makes a difference.

    Weird, I'm still opening it on the first post using chrome. But I do recall I had the same issue a long time ago. This is weird :/

    Posted in: General Chat
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    posted a message on How do I open threads at the first post?

    This doesn't happen to me unless I click the green "read last post" arrow. If I just click the name of the thread, it takes me to the first post, or the last post I've read if I've been there before.

    Quote from Draktok: Go

    i just thought the site sucked

    :*(

    Quote from Draktok: Go

    I miss the bluey / black though

    Boy, it's been a while. You can actually change it back, if you want. I'll provide you with this magical link. Click that, and then press "use" if you want to swap back. As a warning, though, that theme isn't updated and I have no idea which features will/won't work there.

    Posted in: General Chat
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    posted a message on Coolest Attachment Unit?

    I know I'm a tad late posting this, but I saw this and couldn't help myself.

    Now that's an attachment unit if I've ever seen one :)

    Posted in: General Chat
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    posted a message on Is this the most active sc2 mapping community?

    Honestly, the sc2 mapping scene is pretty small. It had a really rocky start and is getting better, but I would say we're certainly the best community out there, at least compared to any other English-speaking ones. The people here will so frequently go above and beyond what you'd see at any other forum, really trying to help teach the tool. We may not have the numbers of say, the hive workshop, but because we're relatively small we've got some awesome, very dedicated, people. If you want quicker interaction, you can try our free IRC chat here.

    Quote from Bijan641: Go

    I love NS2. Their last update finally made it able to run on my PC but I haven't had time to play it much yet.

    NS2 is indeed awesome :P

    Posted in: General Chat
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    posted a message on How Can I Mimic Unit Response From Latency?

    @staminized: Go

    First things first, welcome to sc2mapster! Feel free to send me a PM if you have any questions or concerns :P

    Anyways, onto the actual question. What Eiviyn said would probably work, but there might be a way to do it with triggers. I don't have time right now to test it, but what if you set up a trigger so that whenever a unit receives an order, it's ordered to continue whatever it's previous order was for x seconds, and then ordered the actual order. I'd certainly try a trigger solution first, because it would probably save you a ton of time if you were able to do it. If it doesn't work, what Eivyn said is right.

    The bigger issue here is how you plan on finding the ping. You mentioned that you won't be finding ping through the editor, so how do you plan on doing it? Unless you just ask the player, I don't see any way you can handle that. Especially considering that even if you were able to create a 3rd party program and get people to use it, it would violate the Sc2 ToS.

    Also, I'm going to move this to the data forum based on Eiviyn's response. You should get some better answers there, since this section is more for general sc2 discussion.

    Posted in: Data
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    posted a message on Mods and Libraries
    Quote from Roflpwninator: Go

    call the library's triggers from outside of the library?

    I assume you mean Actions or functions here, since you can't really "call" a trigger. But yes, you can call the functions you create inside the library from outside that library unless you have made those functions hidden in the GUI. This is useful if you don't want functions to show up in the GUI function/action picker for convenience.

    Quote from Roflpwninator: Go

    assign values to the library's variables from outside of the library?

    Yes, as long as those global variables are not constants (obviously).

    Quote from Roflpwninator: Go

    load the library's values to be used outside of the library?

    Yup. You're essentially just importing a folder, so you can reference all the variables, actions, functions and anything else you might want/need. The library system just provides an easy way to import a "chunk" of code which all works together for one purpose.

    Posted in: Triggers
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    posted a message on Terran Control Tower

    Wow, this looks great :D

    I'm not a modeling guy here, but blizzard has clearly put a lot of work into making their models read well from the game cam. But I'm sure you'll be able to see them, the camera isn't that far up. If not, it still looks great ^.^

    Posted in: Artist Tavern
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    posted a message on My 1000th postish!

    I see exactly 1000 for you, so you got it right :P

    Quote from TacoManStan: Go

    @Zolden: Go

    Damn. I guess I'll just have to keep trying, then.

    Heh, I'm waiting for the first over 9000 poster :P

    Posted in: Off-Topic
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