Just an FYI, by default, conditions are considered under "and". Also to properly use an "and", "or", "not", etc, both conditions would need to be underneath the "and". Since "and" is the default, your version still works. Just good to know if you ever decide to use one of the other types.
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Feb 15, 2019MaskedImposter posted a message on (SOLVED) If armor is greater then or equal to damage no damage dealt passivePosted in: Data
I haven't looked at the other solution... Is this for a unit or all units. Because you can use behavior damage responses as dummies for event triggers.
Feb 10, 2019Posted in: Data
Here is a screenshot taken from Mapsters map 6. You can download the file from the project page if you want to look closer. https://www.sc2mapster.com/projects/vespene-warlord/files
Nov 12, 2018MaskedImposter posted a message on [SOLVED] Detecting when Protoss Structures Are Built For Specific PlayerPosted in: Triggers
I think that particular event uses "triggering progress unit" rather than "triggering unit". Does changing that in the condition fix the problem?
Oct 8, 2018Posted in: Triggers
First thing I would do is at the beginning of the trigger, send a text message action. If the text message doesn't show up then it has something to do either with the trigger event, or the data effect. If it does show up, then something is wrong with the trigger actions themselves.
Sep 23, 2018Posted in: Map Feedback
Hey! I just finished playing through your map! It was great. I made a video of my play through which gives my impressions as well as possible improvements. I'll post a link when it's all uploaded n whatnot. I think you did a lot of stuff right. I played on medium, and I think the difficulty was appropriate. The terrain was nice in both visuals and flow. The game length was perfect as well, I generally aim for 20-30 minutes for a campaign level play through and this hit that nicely. It's a great first mission as well in that it doesn't introduce you to a million brand new things all at once as some campaigners will do.
You did have a few small English errors, but it was great overall. Anything that was wrong, you can just say they were too drunk to speak correctly! :)
Well I'm bad at thinking of more stuff to say in retrospective, so I'll just stop now and let you watch the video when its ready!
Aug 22, 2018MaskedImposter posted a message on How do you make a unit that spawns another random unit upon death?Posted in: Data
Easiest way would probably be triggers.
Event - unit dies
condition - unit type of unit (set it so the triggering unit type is your chest unit)
Then the event would be a create unit (your neutral unit). Create it at the position of triggering unit (the chest)
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Aug 20, 2019DrSuperEvilGamepedia posted a message on An upgrade that gives you resources once it's finished?Posted in: Data
So once off mineral boost? Modify player effects can modify the amount of minerals a player has so you could just use a Specialization type ability that uses a Set effect that applies the Modify Player effect and uses an Apply Behavior effect to add a buff stack to regulate how often you can use it.
Jun 23, 2019Posted in: Data
Units morphed from other units count the abilities of all units that can possibly be morphed into towards the cap. This means if you have a unit that can morph into 4 units each with 8 abilities that counts as 36/64 abilities. This is a common issue for TDs where morphing tends to be used heavily. One method to break the cycle is to destroy the unit on morph completion to a dummy unit and then use a create unit effect to replace it. Alternatively use a trigger based system to replace units.
Mar 1, 2019Posted in: Data
Encryption adds no protection. It just obfuscates the data. Even when data is encrypted, by randomly mutating the data one will load different results.
You want to store a cryptographic hash of the data using a proven secure algorithm which is seeding in a unique non-standard way with reversible operations like bitwise rotation, addition and bitwise exclusive or. The protection comes from the random like nature of the output of cryptographic hashes combined with custom unknown logic, resulting in something that is hard to guess especially for someone without a computer science degree.
When the bank is loaded it re-computes the cryptographic hash of the stored data using the same algorithm and compares it with the stored hash. If there is a disparity the data has been tampered with and the load fails.
A strong cryptographic hash like SHA-256 combined with xoring with a map specific key, the SHA-256 of the user account identifier and some arbitrary but constant rotations will be more than secure enough to stop people modifying the banks directly. It will only be cracked by someone modifying/reading the triggers. It could technically be cracked without by an expert, but orders of magnitude more people will crack it by using the triggers directly so one can ignore those as a threat.
Do not try to invent a cryptographic hash algorithm. Chances are you will do it wrong since there is a reason millions of dollars are spent every year on developing them. The people who create them are extremely mathematically gifted and have years of experience with computer security. Best you can do is take a standard algorithm and modify it slightly using non destructive operators so that it produces non standard output which exponentially increases the complexity of solving the algorithm with respect to the number of transformations you apply. Hence the weakest point of security quickly falls to everyone being able to read the map script itself, so anything more extreme like encrypting the data as well becomes pointless.
As such encrypting the data on top of that is pointless unless you want to obfuscate what you store from the people themselves, which clearly is not the case for achievements when people know they have them.
Sep 22, 2018Posted in: Map Feedback
I'd like to ask for some feedback on one of my first public story projects i work on - 'Foster Clan Campaign: Chapter 1- New Hope'
Since people that are approving maps here decided to ignore my uploads for some reason :(, you can easily find the map ingame arcade when you search for 'foster'.
Note that i'm very new to editor, spent past few weeks figuring out all the work with triggers, data, cinematics... and while this is not some innovative mindblowing map, i believe it is at least 'enjoyable to play'. I started working on this project simply for a friend, to make sort of funny story to it and slowly fell in love with it. I want to continue with creating story campaigns & improve my galaxy editor skills and i decided to give this feedback thread a try.
Something about story:
Terran-only story campaign, of which i intend to make 3 chapters:
This is the story about 'Foster clan' - clan of alcoholics. Unforunately their home planet is all out of beer! For past few years, foster clan is desperately trying to acquire some beer, without any success. But today, foster clan captured unknown signal which is believed to lead to ancient beer recipe. But it won't be so easy - planet is occupied by other clan as well, clan that is happy about no-beer situation - for Foster clan known as 'Teetotallers' - and they will do everything in their power to keep their planet 'clean'. Take control of Foster Clan and help them acquire some beer!
You may find some more info in ingame description & loading screen.
I'm also sorry in case of any grammar errors, as english is my second language.
Thanks for any potential feedbacks & testers :)
Oct 2, 2018Posted in: Triggers
Ok you need a trigger that uses a Unit Dies event. You then have an Integer type global variable that you add the kill to using a Modify Variable (Integer) action. The variable is an array of size 1 with the 0/1 representing the different teams. You then have an If Then Else action that uses a Comparison condition comparing Owner Of Unit>Killing Unit = Player From Player Group>Allies/Enemies Of Player as the functions. Based on this you know which team to give the +1 to the variable. You then have two more If Then Else actions that have a Comparison condition comparing the variable for each team against a constant which is the number of kills for victory and then have End Game For Player actions.
Sep 24, 2018Posted in: Map Feedback
Thanks for checking it out and for feedback! I did not expect full gameplay video, it was extremely helpful (and entertaining) 25 minutes to watch. I will definitely try improving my map with your suggestions, like tooltip for hideout and other details. Also i should make timer window a bit bigger as well :D
About game lenght, i don't really aim for specific lenght of mission, i'll just see what i end up with during testing. Like i'm currently working on second chapter and that turns out to be at least 40 minutes long.
I'm glad you enjoyed the map :)
Sep 6, 2018cinicraft posted a message on Best resource to learn more about C or Galaxy basicPosted in: General Chat
Unfortunately, even though I’m a senior software developer for a living, there’s one big flaw with SC2 editor, there is no official documentation.
you'll find some extremely useful documentation here, but it’s 3rd party and is missing some definitions since the many thousands of editable data fields or actor events are documented here as “this doesn’t seem to do anything.”
so that’s kind of how I have to learn things, there’s a ton of trial and error involved here, and you may need to take some of your own notes. Aside from that, this editor is pretty freakin powerful. Just wish the devs made some official documentation about the data fields and actor events/actions, there’s a ton of untapped potential with this editor.
Aug 3, 2018Posted in: Project Workplace
Hey guys! It's been a while.
I finally got some spare time on my hands and whipped up this tool you can use to create saved games via triggers.
Project Page: https://www.sc2mapster.com/projects/sc2saver
It works well enough for me, I hope this at least provides a solution, however clunky, for making automatic checkpoints and stuff like that. (Odyssey Mission 10. Never forget.)
Hope you guys like it!
Aug 1, 2018DrSuperEvilGamepedia posted a message on How to make several workers construct the same building faster?Posted in: Data
Under the Buildable type ability used by the structure there are the Stats: Maximum Builders, Stats: Power Build Bonus Rate and Stats: Power Build Cost Factor fields.
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