I am implementing custom achievements in my game. And by achievements I don't mean actual ones. Just triggers that monitor gameplay and grant the player an unusable ability in their main building that they hover over and read the achievement (hoping for between-session persistence but we'll see if that pans out). But it would be cool to mimic the achievement pop-up box. Is this possible, or is it hardcoded? It's a bit more complex than a standard box.
Also I have a general question about trigger load. At what point do triggers slow down the game? I want to have achievements that award players for having a unit with a 50 kill count. There will be a lot of dead lings in this map, and I'm worried that polling each unit every time a zerg dies would slow things down. Then I thought about polling every 10 seconds, or polling player 1 at 1 second, player 2 at 3 seconds, etc. Is there an estimate for how much is too much, or do I just have to test it out and see how it works? Thanks.
Well if you would like to use dead abilities, create new abilities that have a charge, but start with none, or some other disability.
There is however a very nice example of the actual pop up achivement notification system here, ofc it does not augment your achivements on B.net, but the official graphic is instantly recognisable.
I would have to ask you to clarify the second question, if you want to count the number of zerglings killed, this will not be a problem with triggers.
I belive units have an automatic variable counting their kills, though it will only increment from weapon and ability resultant kills.
If you want to count how many units of each type (eg, 5 zerglings, a baneling and a mutalisk) I would suggest an array that you trigger from a unit actor upon death...
Well if you would like to use dead abilities, create new abilities that have a charge, but start with none, or some other disability.
There is however a very nice example of the actual pop up achivement notification system here, ofc it does not augment your achivements on B.net, but the official graphic is instantly recognisable.
I would have to ask you to clarify the second question, if you want to count the number of zerglings killed, this will not be a problem with triggers.
I belive units have an automatic variable counting their kills, though it will only increment from weapon and ability resultant kills.
If you want to count how many units of each type (eg, 5 zerglings, a baneling and a mutalisk) I would suggest an array that you trigger from a unit actor upon death...
Thanks for the reply. With using the abilities, I was going to have a command center or whatever for each player where they can revive their unit and view achievements. The achievements would be grayed out (disabled) initially so they can be read but they wouldn't "have" them yet. Once the trigger notices that the achievement was earned, the ability would be enabled in that player's building so they know they got it. I was unaware that the animation is available for use, this makes things much easier.
And regarding the triggers I was more curious about cpu load. Like how many trigger actions per second before the game starts slowing down? Also, is there any danger of memory leaks or endless triggers? An example I encountered was a triggered event that told a unit to move to a target unit. The trigger then waited for the unit to become idle (reached its target) and then continued with the actions. What if this unit was killed on the way to the target? Would the trigger continaully wait and check, taking up processing resources? I added a while loop that made sure the unit was alive to make sure it stopped if the unit died. But I just wanted to know if there is a danger of something like that happening.
You could try to just show an image, which would be an edit of a real SC2 achievment, put that wouldn't give it the "pop-up-glow" effect.
For your triggerload question: I think that you'll be fine fps/laggwise if you use "unit dies>unit type of dying unit/owner of killing unit"
Alright I looked into the Achievement image. It's there, although to use it I would need to crop a few things. I haven't experimented with dialogs or images yet so this is all new to me. I got placement and stuff down correctly, the only thing is I can't figure out how to crop images and piece them together. The way the achievement texture is set up is the endcaps are together and the "meat" (for lack of a a better term) of the box is below it. I would need to move the endcaps out (example) 50 px in opposite directions and fill it with 100px of the "meat". Is there a specific action that does this?
I'm also interested in being able to emulate the SC2 Achievement animation. I tried out the achievement system on this site, but it doesn't look much like the official achievement animation. It's just a blue box that appears with an icon and text, and then fades out. I'm hoping it's possible to have the entire animation sequence emulated.
There is an achivements tab in the data editor, where you might be able to set up your own achievements.
I looked into this, and then into achievement trigger actions. Actions that award achievements apparently only can be used on Blizzard maps. It'd be great otherwise, it would use the correct animation :/
I am implementing custom achievements in my game. And by achievements I don't mean actual ones. Just triggers that monitor gameplay and grant the player an unusable ability in their main building that they hover over and read the achievement (hoping for between-session persistence but we'll see if that pans out). But it would be cool to mimic the achievement pop-up box. Is this possible, or is it hardcoded? It's a bit more complex than a standard box.
Also I have a general question about trigger load. At what point do triggers slow down the game? I want to have achievements that award players for having a unit with a 50 kill count. There will be a lot of dead lings in this map, and I'm worried that polling each unit every time a zerg dies would slow things down. Then I thought about polling every 10 seconds, or polling player 1 at 1 second, player 2 at 3 seconds, etc. Is there an estimate for how much is too much, or do I just have to test it out and see how it works? Thanks.
Well if you would like to use dead abilities, create new abilities that have a charge, but start with none, or some other disability.
There is however a very nice example of the actual pop up achivement notification system here, ofc it does not augment your achivements on B.net, but the official graphic is instantly recognisable.
I would have to ask you to clarify the second question, if you want to count the number of zerglings killed, this will not be a problem with triggers.
I belive units have an automatic variable counting their kills, though it will only increment from weapon and ability resultant kills.
If you want to count how many units of each type (eg, 5 zerglings, a baneling and a mutalisk) I would suggest an array that you trigger from a unit actor upon death...
Thanks for the reply. With using the abilities, I was going to have a command center or whatever for each player where they can revive their unit and view achievements. The achievements would be grayed out (disabled) initially so they can be read but they wouldn't "have" them yet. Once the trigger notices that the achievement was earned, the ability would be enabled in that player's building so they know they got it. I was unaware that the animation is available for use, this makes things much easier.
And regarding the triggers I was more curious about cpu load. Like how many trigger actions per second before the game starts slowing down? Also, is there any danger of memory leaks or endless triggers? An example I encountered was a triggered event that told a unit to move to a target unit. The trigger then waited for the unit to become idle (reached its target) and then continued with the actions. What if this unit was killed on the way to the target? Would the trigger continaully wait and check, taking up processing resources? I added a while loop that made sure the unit was alive to make sure it stopped if the unit died. But I just wanted to know if there is a danger of something like that happening.
Alright I looked into the Achievement image. It's there, although to use it I would need to crop a few things. I haven't experimented with dialogs or images yet so this is all new to me. I got placement and stuff down correctly, the only thing is I can't figure out how to crop images and piece them together. The way the achievement texture is set up is the endcaps are together and the "meat" (for lack of a a better term) of the box is below it. I would need to move the endcaps out (example) 50 px in opposite directions and fill it with 100px of the "meat". Is there a specific action that does this?
I'm also interested in being able to emulate the SC2 Achievement animation. I tried out the achievement system on this site, but it doesn't look much like the official achievement animation. It's just a blue box that appears with an icon and text, and then fades out. I'm hoping it's possible to have the entire animation sequence emulated.
This is the one I found on this site:
http://www.sc2mapster.com/assets/achievement-library/files/3-achievement-library/
Does anyone have any details if it's possible to emulate the full animation?
bump
There is an achivements tab in the data editor, where you might be able to set up your own achievements.
That only sets the achievement data like the wording and such. But it doesn't control the "animation effect" that we want.
bump, anyone else know or have any ideas?
I looked into this, and then into achievement trigger actions. Actions that award achievements apparently only can be used on Blizzard maps. It'd be great otherwise, it would use the correct animation :/