Currently I have a system that spawns waves units from an array, It will spawn x amount of random selection from array. This is nice but isnt enough luxury for me.
What I would like it to do is , spawn a random amount of random selected units to equal a total of units that are supposed to be spawned.
For example Instead of wave 1 = spawn 10 zerglings
Could be wave 1 = spawn 2 zerglings 5 marines 1 roach 2 hydras 2 fire bats.
I been at it for about 40 min now, I cant figure out how to increase only the model of the blue power grid under the pylon. What scale needs to be changed?
The only way I could think that it would be possible to get this information is make each player store a secret token inside the bank, and each player that plays these maps writes a token to each other banks, In the end the banks file would be massive but it would require players that played commonly with each other to gain a bank file that has information of all players that played the map, It wouldn't be very accurate but could give you an idea of how many times its been played.
Drastic amounts of noise removal.
Audio normalization.
If you dont have alot of expensive equipment there is things you can do to still get a clean audio sound. The hiss and static of either your mic or your recording environment is awful.
If you want to get rid of the low quality sound because youre ambient sounds are echoing in your recording. Record your audio under a heavy blanket or into a box lined with soft foam padding. The idea is to have a reflection filter. You can even record in a closet with alot of clothes.
Less words (I'm ready when you are -> Ready when you are)
More excitement needed too, Sounds boring.
Timer - Every 10.0 seconds of Game Time
Local Variables
i = 0 <Integer>
position = No Point <Point>
Conditions
(Number of Living units in Town Base) < 50
Actions
General - For each integer i from 1 to 14 with increment 1, do (Actions)
Actions
General - Wait 1.0 Game Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player i) == Playing
Or
Conditions
(Controller of player i) == Computer
(Controller of player i) == User
Then
Variable - Set position = (Create Spawn Position for Player i, with minimum Distance 40)
Unit - Create 1 Barracks for player 15 at position using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Town Base
Else
This trigger works properly but causes the game to freeze badly each time it fires. What is a better way to approach this method?
After looking into it seriously, I found out its minor things to fix the links to the tutorials. These are the links that are broken on the tutorials page.
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Currently I have a system that spawns waves units from an array, It will spawn x amount of random selection from array. This is nice but isnt enough luxury for me.
What I would like it to do is , spawn a random amount of random selected units to equal a total of units that are supposed to be spawned.
For example Instead of wave 1 = spawn 10 zerglings
Could be wave 1 = spawn 2 zerglings 5 marines 1 roach 2 hydras 2 fire bats.
Could some one give an trigger example?
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Yep Dont know what you're trying to tell me
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I have created a hero, and its requirement to prevent multiple of the hero being created by the player.
How do I modify the requirement so that the other 3 heroes cannot be created if the player already has a hero.
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I been at it for about 40 min now, I cant figure out how to increase only the model of the blue power grid under the pylon. What scale needs to be changed?
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I recreated the auto refinery its functioning fine, but the numbers are not overhead, Whats missing ?
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Yeah but that's not good for multi-player maps with spamming players.
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Is this possible?
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@Kloupz: Go
The only way I could think that it would be possible to get this information is make each player store a secret token inside the bank, and each player that plays these maps writes a token to each other banks, In the end the banks file would be massive but it would require players that played commonly with each other to gain a bank file that has information of all players that played the map, It wouldn't be very accurate but could give you an idea of how many times its been played.
0
The commentator on some of the videos is so irritating I stopped watching them.
0
Drastic amounts of noise removal.
Audio normalization.
If you dont have alot of expensive equipment there is things you can do to still get a clean audio sound. The hiss and static of either your mic or your recording environment is awful.
If you want to get rid of the low quality sound because youre ambient sounds are echoing in your recording. Record your audio under a heavy blanket or into a box lined with soft foam padding. The idea is to have a reflection filter. You can even record in a closet with alot of clothes.
Less words (I'm ready when you are -> Ready when you are)
More excitement needed too, Sounds boring.
I used to work in a recording studio
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Timer - Every 10.0 seconds of Game Time
Local Variables
i = 0 <Integer>
position = No Point <Point>
Conditions
(Number of Living units in Town Base) < 50
Actions
General - For each integer i from 1 to 14 with increment 1, do (Actions)
Actions
General - Wait 1.0 Game Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player i) == Playing
Or
Conditions
(Controller of player i) == Computer
(Controller of player i) == User
Then
Variable - Set position = (Create Spawn Position for Player i, with minimum Distance 40)
Unit - Create 1 Barracks for player 15 at position using default facing (Ignore Placement)
Unit Group - Add (Last created unit) to Town Base
Else
This trigger works properly but causes the game to freeze badly each time it fires. What is a better way to approach this method?
0
Since we are so grossly off topic now what is the format for content that was attached?
http://static.sc2mapster.com/content/attachments/x/x/x/x/x/x/x Is incorrect
I'd like to fix this
http://www.sc2mapster.com/assets/hd-starcraft-2-cursors/
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After looking into it seriously, I found out its minor things to fix the links to the tutorials. These are the links that are broken on the tutorials page.
http://www.sc2mapster.com/forums/resources/tutorials/11851-data-introduction-to-ability-creation/Introduction
The Fix - The word introduction needs to be removed from the end
http://www.sc2mapster.com/forums/resources/tutorials/22272-data-actor-range-indicators-the-best-way/Selected
The Fix - Remove Selected from the end
Also the assets link in your footer Fishy, extremely broken lol.
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Yes some tutorials on that page are broken.
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I will take a look at these thank you.
I would have used this tutorial...
http://www.sc2mapster.com/forums/resources/tutorials/1800-data-add-effect-to-your-units-attack/
but there is alot of broken tutorials now on the tutorials page....