Is it possible to have zoning? What I mean is, can players on a multiplayer rpg like map move their unit to a location and trigger a loading of a new map?
If it is possible, what are the limitations? Do all players have to zone together? (all move to the location and 'queue' up) what is the limit to the number of linked maps?
Yes, it's totally possible to do the basic concept with triggers, areas and map transitions, but you can't have multiple maps running with simultaneous connections and have those maps communicate with each other, since that is not supported on Bnet. To get around this, you can model transitions within the same map, by using a really big map and warp points. (i.e. port players who go from one area to another within the same map). By using tile-set substitutions, you can have the players port to different areas that look like a totally different map. Quote from BasicGear: Go
Still no answer... We need the ums gurus.
I am slowly starting to realize these forums are a total scam. It seems the "gurus" are more concerned with "promoting" the website and ca$hing in on the promotions then actually doing anything in terms of helping the community. Over 95% of all tutorials/maps/guides/etc on this sc2mapster are leeched from other sources, and then made to look like they were made here. Simple questions go unanswered by the guys who are meant to be helping out. The only conversation that goes on is the few 'in the know' guys who keep posting on how they want to blow eachother since they are so awesome. Its such a total fail.
Basically, none of your "gurus" really give a sh!t. As long as you keep generating site visits for them (which generates not only popularity but $$$ for them) they will continue to treat this "community" like their own personal ca$h cow and never give a sh!t.
If you want to see what a real community is like, its best you stick to the ones that have been tried and tested and have existed since before sixen and his gang decided to spam promote sc2mapster everywhere. You know, communities like TheHelperNet or The Hive Workshop, ones with real communities, helpful "gurus" and actual helpful content that isn't leeched without even giving the proper thanks/acknowledgments.
And oh boy don't get me started on what a cesspit the sc2mapster IRQ channel is like.
----
Are you fucking retarded
There's no question mark because it's not a question. You are.
I seem to recall someone a long time ago finding an undocumented native function that allowed the global time scale to be modified (so you could slow the game way down, or speed it up.) Does anyone remember what the name of this function was?
It's exactly the same path used to reference data fields in text objects (via the <d> tag.) The best way to find out a path is to extract the raw XML files because sometimes the field names don't match whats in the editor. As a rule of thumb it's <Type>,<Identifier>,<Field>. Fields in structs are separated with a period and values in arrays are in square brackets. For example:
Behavior,MyBehavior,DamageResponse.Chance
Effect,MyDamageEffect,AttributeBonus[Armored]
When using the set catalog field of course you don't need to include the first part (the type) as that's a separate parameter.
Actually it is doable via data only. Use a create persistent effect with period count set to zero and persist until destroyed checked. Set the periodic validator to check if the caster is alive. Then have the periodic effect be a set which damages both the caster and target by 1.
This won't account for the target's armor, but it's not too hard to figure out a workaround.
Only possible if only one unit exists at a time (then you can use catalog functions to change the unit's name.)
The fundamental issue here is that ALL units of a given unit type share the same name. So if you change the name for one unit you change it for all of them.
However, there's something called Info Text which can be modified via triggers and displays under the unit's name. That could be an acceptable alternative.
I just realized when I pasted in the triggers above somehow a line got left out where I called Pause Unit on each picked unit. Sorry if that was a source of confusion. Anyway, just replace the "Pick All Units" actions with Pause/Unpause all units.
It's necessary to pause the units as well as pause the actors for the full effect.
Quote from HappyWhaleshark:
Ive been hard at work and i think ive gotten somewhere! Theres just one huge problem, when you drag the mouse your guy doesnt move with it. If you can fix this, let me know!
----
About a month or two ago someone claimed they had developed a solution to this problem and would share it "soon." I'm pretty sure nobody has heard anything about it since, so as of right now it's safe to assume nobody has developed a robust way to do this. (If you're wondering what I'm talking about, the basic problem is that there's no way of detecting the mouse cursor position except when a mouse click event occurs.)
The second method is primarily useful for signaling triggers from data, but it can also be used for signaling from triggers via the Create Effect action. This can be useful if you want to pass units as parameters, since it inherently supports both a target unit and a caster unit (which can have any semantics you wish.)
Quote from BurningTemplar:
Hi all, I'm tryng to use the portraits, but them are ever superimposed by the dialog boxes. How can I solve that? Help please. Thanks :)
----
Set Portrait Render Type to LDR. That will cause the portrait to render on top of dialogs instead of behind them. I assume that's what you are asking.
The code I posted will pause behaviors and effects, but there is a bug in it - it'll cause any missile in flight to be destroyed. I'm not really sure why that is.
Also I just realized there's a Pause All Units action so the loop I made is superfluous.
Keep in mind that Starcraft 2 handles death differently than WoW does. In WoW it's just an animation that spawns an extra model. That doesn't happen in SC2; instead, you have your standard model and your death model.
That isn't necessary. The death animation can be in the same model file as the rest of the animations.
Yes it's possible. Look at the "Pause Unit" action.
edit: here you go, not only does it pause the game but it also freezes all animations in place, yet you can still select units and issue orders and even shift+queue orders.
Space Pressed
Events
UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Paused == false
Then
Debug - Display "Paused" as debug output using Type 1, and Do display it in the game window
Variable - Set Paused = true
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching (No Value), with at most Any Amount) and do (Actions)
Actor - Send actor message "AnimSetPausedAll" to all actors contained by game region (Entire map)
Else
Debug - Display "Unpaused" as debug output using Type 1, and Do display it in the game window
Variable - Set Paused = false
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching (No Value), with at most Any Amount) and do (Actions)
Actor - Send actor message "AnimSetPausedAll 0" to all actors contained by game region (Entire map)
0
Quote from zzPop:
Quote from BasicGear: Go
Is it possible to have zoning? What I mean is, can players on a multiplayer rpg like map move their unit to a location and trigger a loading of a new map?
If it is possible, what are the limitations? Do all players have to zone together? (all move to the location and 'queue' up) what is the limit to the number of linked maps?
Yes, it's totally possible to do the basic concept with triggers, areas and map transitions, but you can't have multiple maps running with simultaneous connections and have those maps communicate with each other, since that is not supported on Bnet. To get around this, you can model transitions within the same map, by using a really big map and warp points. (i.e. port players who go from one area to another within the same map). By using tile-set substitutions, you can have the players port to different areas that look like a totally different map. Quote from BasicGear: Go
Still no answer... We need the ums gurus.
I am slowly starting to realize these forums are a total scam. It seems the "gurus" are more concerned with "promoting" the website and ca$hing in on the promotions then actually doing anything in terms of helping the community. Over 95% of all tutorials/maps/guides/etc on this sc2mapster are leeched from other sources, and then made to look like they were made here. Simple questions go unanswered by the guys who are meant to be helping out. The only conversation that goes on is the few 'in the know' guys who keep posting on how they want to blow eachother since they are so awesome. Its such a total fail.
Basically, none of your "gurus" really give a sh!t. As long as you keep generating site visits for them (which generates not only popularity but $$$ for them) they will continue to treat this "community" like their own personal ca$h cow and never give a sh!t.
If you want to see what a real community is like, its best you stick to the ones that have been tried and tested and have existed since before sixen and his gang decided to spam promote sc2mapster everywhere. You know, communities like TheHelperNet or The Hive Workshop, ones with real communities, helpful "gurus" and actual helpful content that isn't leeched without even giving the proper thanks/acknowledgments.
And oh boy don't get me started on what a cesspit the sc2mapster IRQ channel is like.
----
Are you fucking retarded
There's no question mark because it's not a question. You are.
0
I seem to recall someone a long time ago finding an undocumented native function that allowed the global time scale to be modified (so you could slow the game way down, or speed it up.) Does anyone remember what the name of this function was?
0
It's exactly the same path used to reference data fields in text objects (via the <d> tag.) The best way to find out a path is to extract the raw XML files because sometimes the field names don't match whats in the editor. As a rule of thumb it's <Type>,<Identifier>,<Field>. Fields in structs are separated with a period and values in arrays are in square brackets. For example:
Behavior,MyBehavior,DamageResponse.Chance
Effect,MyDamageEffect,AttributeBonus[Armored]
When using the set catalog field of course you don't need to include the first part (the type) as that's a separate parameter.
0
Actually it is doable via data only. Use a create persistent effect with period count set to zero and persist until destroyed checked. Set the periodic validator to check if the caster is alive. Then have the periodic effect be a set which damages both the caster and target by 1.
This won't account for the target's armor, but it's not too hard to figure out a workaround.
0
Only possible if only one unit exists at a time (then you can use catalog functions to change the unit's name.)
The fundamental issue here is that ALL units of a given unit type share the same name. So if you change the name for one unit you change it for all of them.
However, there's something called Info Text which can be modified via triggers and displays under the unit's name. That could be an acceptable alternative.
0
Quote from Uplo:
Would running a trigger with 6 switch actions every second make the map very laggy?
----
Only for the TI-60 port of Starcraft 2.
0
You aren't resetting lv_j after the inner loop finishes.
0
I just realized when I pasted in the triggers above somehow a line got left out where I called Pause Unit on each picked unit. Sorry if that was a source of confusion. Anyway, just replace the "Pick All Units" actions with Pause/Unpause all units.
It's necessary to pause the units as well as pause the actors for the full effect.
0
Quote from HappyWhaleshark:
Ive been hard at work and i think ive gotten somewhere! Theres just one huge problem, when you drag the mouse your guy doesnt move with it. If you can fix this, let me know!
----
About a month or two ago someone claimed they had developed a solution to this problem and would share it "soon." I'm pretty sure nobody has heard anything about it since, so as of right now it's safe to assume nobody has developed a robust way to do this. (If you're wondering what I'm talking about, the basic problem is that there's no way of detecting the mouse cursor position except when a mouse click event occurs.)
0
I use two methods for faking custom events. The first is timers. The second is described here:
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-custom-trigger-hooks.html
The second method is primarily useful for signaling triggers from data, but it can also be used for signaling from triggers via the Create Effect action. This can be useful if you want to pass units as parameters, since it inherently supports both a target unit and a caster unit (which can have any semantics you wish.)
0
Quote from BurningTemplar:
Hi all, I'm tryng to use the portraits, but them are ever superimposed by the dialog boxes. How can I solve that? Help please. Thanks :)
----
Set Portrait Render Type to LDR. That will cause the portrait to render on top of dialogs instead of behind them. I assume that's what you are asking.
0
The code I posted will pause behaviors and effects, but there is a bug in it - it'll cause any missile in flight to be destroyed. I'm not really sure why that is.
Also I just realized there's a Pause All Units action so the loop I made is superfluous.
0
That isn't necessary. The death animation can be in the same model file as the rest of the animations.
0
Yes it's possible. Look at the "Pause Unit" action.
edit: here you go, not only does it pause the game but it also freezes all animations in place, yet you can still select units and issue orders and even shift+queue orders.
Space Pressed
Events
UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Paused == false
Then
Debug - Display "Paused" as debug output using Type 1, and Do display it in the game window
Variable - Set Paused = true
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching (No Value), with at most Any Amount) and do (Actions)
Actor - Send actor message "AnimSetPausedAll" to all actors contained by game region (Entire map)
Else
Debug - Display "Unpaused" as debug output using Type 1, and Do display it in the game window
Variable - Set Paused = false
Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching (No Value), with at most Any Amount) and do (Actions)
Actor - Send actor message "AnimSetPausedAll 0" to all actors contained by game region (Entire map)
0
Convert String To Integer
Some sort of witchcraft.
But really if you want to modify the armor value of an individual unit the way to do is is via behaviors.