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?
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".
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?.
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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.
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@TheRabidDeer: Go
Nope that doesn't fix it.
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@AegisRunestone: Go
Ty
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I can't seem to get this one to work =(
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How can I do this? I been looking everywhere in the data editor.
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@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
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@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
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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?
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@Genopath: Go
bump!
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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".
Yes, that could be a valid corollary I believe.
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?.
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@Danicela: Go
Welcome danicela! GL with your map-making projects!
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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?
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@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.
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@vjeux: Go
I was hoping for a way around that. Too lazy to make variables :P
I guess there's no other choice.
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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:
I wonder if something like this is possible (I made this up lol)
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