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    posted a message on Disabling Music

    My map has its own music theme. I was wondering how can I disable SC2 music. I've tried using stop stoundstrack but it doesn't work.

    Posted in: Miscellaneous Development
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    posted a message on Dialog Boxes Help!

    @TheRabidDeer: Go

    Nope that doesn't fix it.

    Posted in: Miscellaneous Development
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    posted a message on Dialog Boxes Help!

    I can't seem to get this one to work =(

    Actions
            Dialog - Set title of MyDialog to "Game Mode"
            Dialog - Create a Button for Dialog MyDialog with the dimensions (200, 50) anchored to Top Left with an offset of (50, 0) setting the tooltip to "Classic Mode" with button text "Classic Mode" and the hover image set to ""
            Dialog - Create a Button for Dialog MyDialog with the dimensions (200, 50) anchored to Top Left with an offset of (50, 100) setting the tooltip to "Rush Mode" with button text "Rush Mode" and the hover image set to ""
            Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
            Dialog - Show MyDialog for PG1
    
    Posted in: Miscellaneous Development
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    posted a message on Zealot Charge researched by default

    How can I do this? I been looking everywhere in the data editor.

    Posted in: Miscellaneous Development
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    posted a message on Trigger problems

    @barakatx2: Go

    Yup I did. The problem is related to the order. The Raised Depots REFUSE to lower!

    Man been stuck in this trigger for almsot a day.

    Edit: Problem Solved

    Posted in: Miscellaneous Development
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    posted a message on Trigger problems

    @barakatx2: Go

    They are different unit groups! I believe that shoudln't be the problem. I just tested and with After orders and it doesnt change anything

    Posted in: Miscellaneous Development
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    posted a message on Trigger problems

    Every 20 seconds, depots raised should lower and depots lowered should raise. However this isn't working. Only Raised Depots lower and lower depot do not raise for some reason. Any ideas?

    DoorsTimer expires
        Events
            Timer - DoorsTimer expires
        Local Variables
            Raised = (Supply Depot units in Anywhere owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) <Unit Group>
            Lowered = (Supply Depot  (Lowered) units in Anywhere owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) <Unit Group>
        Conditions
        Actions
            Unit - Order all units in Lowered to (Supply Depot - Raise (Supply Depot)) (Replace Existing Orders)
            Unit - Order all units in Raised to (Supply Depot - Lower (Supply Depot)) (Replace Existing Orders)
    
    Posted in: Miscellaneous Development
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    posted a message on Supply Depots as Gates

    @Genopath: Go

    bump!

    Posted in: Miscellaneous Development
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    posted a message on Anyone good with Math and Statistics around here?
    Quote from RandomNoExit: Go

    Thanks for the definition.

    The problem though that I have is that I miss something in the definition that is related to a map. Certain strategies work "better" on some maps while others don't make sense at all (if there is a map with no vespene gas, then a "carrier strategy" wouldn't really make sense.) I'm pretty sure there are many mirror maps possible that do have dominant strategies. (example island map with 2 islands where they are so small that terrans can't build a lot of supply depots and protoss can't build a lot of pylons, but just big enough for zerg to get mutalisks ... I know I'm evil.)

    Thanks for your response.

    You mentioned islands, and in my paper I consider the map-type as a different balance dimension that can change the strategy profiles for players. We probably know you won't likely be seeing that map on ladder :P

    In my original definition just add a "ceteris paribus".

    Quote from RandomNoExit: Go

    I would also add in this definition that every pure strategy should lose against at least 1 strategy per race.

    Yes, that could be a valid corollary I believe.

    Quote from RandomNoExit: Go

    Another question I'm asking is what properties do the players have and what effect does it have on the strategies (for example strategies which require superman like reflexes, are they valid?) and what effect it has on the definition of game balance? (Note also that it might be possible that an early 5 marine rush with perfect micro can kill 3 zealots: the 3 "chased" marines run around and the 2 other marines shoot.)

    Skills is obviously a valid and relevant variable. You bring a valid point but the question is, how would you measure that particular type of skill?.

    Posted in: Off-Topic
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    posted a message on Hi i'm Danicela

    @Danicela: Go

    Welcome danicela! GL with your map-making projects!

    Posted in: Off-Topic
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    posted a message on Supply Depots as Gates

    Since the editor doesn't have any doodads for gates (or at least I haven't found one that can open and close) I am using supply depots for gates.

    I want to have supply depots raise and lower once a timer expires. These supply depots cannot be controlled by any player. This is what I have so far:

    DoorsTimerexpires Events TriggerAddEventTimer(doorsTimer) Local Variables

    Here's what I want to do: Conditions Actions Toggle Raise/Lower all supply depots in Region X.

    Any ideas of how to do the actions part?

    Posted in: Miscellaneous Development
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    posted a message on Blizzard Bugs - Report them

    @vjeux: Go

    1. "Same Level" terrain brush cannot be used on thin walls. Make a long thin wall that looks something.

    Try to use the Same Level brush to make your wall longer. It won't work.

    2. Units Snap to Grid does not disable correctly.

    Try placing a bunker wherever you want.

    3.Copy/Paste Regions Does not paste the correct size of regions.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Display Text Message to one single player

    @vjeux: Go

    I was hoping for a way around that. Too lazy to make variables :P

    I guess there's no other choice.

    Posted in: Miscellaneous Development
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    posted a message on Regions in Arrays

    My map has 45 different regions. I was wondering if I could change this trigger so it works as an array.
    For instance look at this trigger:

    CaptureENZerg2
        Events
            Unit - Any Unit Enters ENZerg2
        Local Variables
        Conditions
            (Number of Living units in (Units in ENZerg2 having alliance Enemy with player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
            (Owner of Beacon (Zerg Large) [133.00, 86.00]) != (Triggering player)
        Actions
            Unit - Change ownership of Beacon (Zerg Large) [133.00, 86.00] to player (Triggering player) and Change Color
    

    I wonder if something like this is possible (I made this up lol)

    Events
    Unit - Any Unit Enters RegionArray[x]
    
        Local Variables
        Conditions
            (Number of Living units in (Units in ReggonArray[x] having alliance Enemy with player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
            (Owner of Unit in RegionArray[x]) != (Triggering player)
    

    I hope something like this can be done. Otherwise for every trigger in each of my rooms ill have to do stuff 45 times lol

    Posted in: Miscellaneous Development
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