You don't need to upload a map to have a project, so if those are useless, then they should be deleted, imo. They only contribute to cause confusion among the people searching maps.
Whats causing you trouble? The line of sight or the air block?
Also, it would be better, if you would open new threads for new questions. This way, the thread can be marked as (solved) and it is easier to find for people via the search function, not to mention that you can give a brief overview of the problem in the title already, which might cause more people to read the thread, who are familiar with the subject.
I want to make a footprint that blocks line of sight and doesn't let air through, to use it with an invisible doodad to block map limits.
But I have virtually no idea how to do it. I've seen some menus and options that seem to let you do something related, but I'm completely lost. I didn't find any tutorial, and the wiki page: http://www.sc2mapster.com/wiki/galaxy/data/footprints/ doesn't explain how to build them by yourself properly.
Is there any effective way to do this? or should I make tons of invisible units with collision matching air units?
Can't manage to do a proper doodad with blocked line of sight and anti-air movement. Any ideas? I tried searching a tutorial, but I didn't find any :(.
I'm having problems using "objetDialog is enabled" condition on GUI. The goddamn game doesn't read it, it says it can access it properly. I've tried everything, reducing it more and more until there's a goddamn single field, but it keeps failing. Any idea why?
I have the field stored inside a record inside an array (buttonList[2].objectButton). I even tried saving it into a local variable in case it had problems reading records, but nothing. And yes, I'm sure that's the line failing.
Fixed this with a workaround, saving the status of each icon on an array matching the positions with the array of buttons. Screw that stupid bugged function, lol.
I'm having problems using "objetDialog is enabled" condition on GUI. The goddamn game doesn't read it, it says it can access it properly. I've tried everything, reducing it more and more until there's a goddamn single field, but it keeps failing. Any idea why?
I have the field stored inside a record inside an array (buttonList[2].objectButton). I even tried saving it into a local variable in case it had problems reading records, but nothing. And yes, I'm sure that's the line failing.
Not sure about vertical alignment, but horizontal should be possible by
just using some of the pre-made styles. The styles called
ModCenterSize20 and friends are pretty straight-forward.
Yeah, seems that's what I want, thanks. Anyway, what's the difference between each depending of the height number at the end? What's that height for?
@Lonami: Go If you just want racial icons that's simple you just have to
import 3 files. And I thought you wanted t go on using all achivement
icons... :-)
What I meant was, can't you create a custom invisible doodad or unit
with custom footprint that also blocks view? Make it very big so you
dont have to use that many of it.
Seems that's what I'll have to do, like old good W3. I'll ask later if I have problems with the data editor (I hate it, lol). I guess I won't, because it seems to be simple, but who knows.
I find stupid I can't select a part of an image properly. WTF Blizzard.
There's strategy, too, since you need to choose carefully and predict the squads the others will pick, and buy upgrades in advance, but yeah, I see where you're going. I think Strategist is a "cooler" name than tactician, because it sounds like "strategy" and "StarCraft". I even though of naming it "eStrategist", but it didn't sound too well :P.
Strategist is a 1-6 FFA micro tournament map, using ladder units and stats. Players choose a squad and fight each other for 2 minutes in each round, in different small arenas.
The winner of each fight is determined by the supply of his surviving units. After 12 rounds, the player with more victories is declared winner and the game ends.
How do squads work?
Squads are defined unit groups. Once you use a squad, you'll play with it an entire round against the other players. After selecting it once, you won't be able to use it again.
There's 10 for each race, divided in 3 levels matching game tiers. To unlock level 2 of a race, you need to play with 2 squads of that race. To unlock level 3 you must play with 4.
What about upgrades?
Each round you get gas depending on what you selected. If you selected a squad, you get 1 gas, if you selected the race random squad, you get 2, and if you selected the random squad you get 4.
There won't be any update unlocked by default, unless lot of people think it's good for balance.
You'll be able to buy detection and others with gas, too, but they will last only for a single round.
What if there's 3 or 5 players? is one of them left alone?
No. There's a Computer player, that lets players get points after a bad round. The computer player is hard to beat, so you'll need micro and a plan to defeat it. Players fight this computer player each round, no matter the total number of players.
The map isn't released yet. I'm doing private tests for balance in EU (post here if you want to try it). I'll stick with a closed beta for the first tests, because I want to do them with all the terrain and dialogue art removed, so the testing triggers perform better, and I don't want people to think the map is bad just because the terrain looks cheap.
Automated rounds: Disabled (so games are infinite)
Upgrades: All enabled by default (may become purchasable later)
Art/terrain: Disabled (to make tests smoother)
Suggestions, criticism and opinions are welcomed. If you want to help test the balance of the map by yourselves, just post here and I'll warn you when I get online, so we test it together. Take in consideration that, in its closed beta state, the map feels a bit cheap. The good part is you'll see all the disabled things being enabled one by one after each update, until the map reaches open beta.
After open beta, I plan to add rankings to the map, saving the stats of each player with lots of details, like how many times he wins with a specific squad.
My final goal making this map is to have a micro tournament where you choose your units, and you have to manage well your resources each time you choose them. I hope I manage to make a fun, challenging and polished map with your help ;).
What is the fastest way to make a dialog center its text horizontally and vertically? I know you can import sc2styles and whatever, but is this doable with a custom script or something?
PS: Lol there's a like button? liking posts, then :P.
@timings with while
Try to minimize the code (-> workload) that is executed. Normally that's the best way. Check the debugger's activity to see how much your implementation costs.
The best way really depends on what you are doing.
The code isn't too big, and I haven't had any lag so far. What it does is cover 2-minute fights, that end when your opponent is dead or the timer reaches 0. I like the structure because it's simple and easy to understand, but I don't want to be a bad example for beginners if I release the code later.
If you want to block both path and line of sight maybe you could create a new path/LoS blocker with the size you want? Well, I'm not the most best person to answer that question, maybe a skilled terrainer has a better option.
The ideal and common sense way would be using pathing drawers, but they suck. What are you talking about, a new invisible doodad? I know some doodads have a teal path, that may work for me, but I don't want to complicate myself, and I prefer to do everything with what I have. If I can't, well, I'll have to start importing stuff then.
-Is there any way to use an achievement icon properly? I find no way outside the rewards in data editor to select a part of an image instead of the entire image (remember achievements come together in a single file: http://eu.battle.net/sc2/static/local-common/images/sc2/achievements/6-45.jpg and not separately).
-If my game works around timed rounds, is it efficient to put the entire game inside a while? It works fine, but I'm not sure if it's "criminal" (instead of calling X one after another, I do a while with a "wait for x to happen" inside).
-What's the best way to block units (land and air) from crossing a line and seeing beyond it? the path tool sucks, and I would find it annoying to have to place thousands of those footprint decals all around my map (to make things worse, they don't even show when you activate path view).
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You don't need to upload a map to have a project, so if those are useless, then they should be deleted, imo. They only contribute to cause confusion among the people searching maps.
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Everything xDDD. You're right, created a new thread for it: http://www.sc2mapster.com/forums/general/general-chat/36227-making-your-own-footprint-for-a-doodad/ :).
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I want to make a footprint that blocks line of sight and doesn't let air through, to use it with an invisible doodad to block map limits.
But I have virtually no idea how to do it. I've seen some menus and options that seem to let you do something related, but I'm completely lost. I didn't find any tutorial, and the wiki page: http://www.sc2mapster.com/wiki/galaxy/data/footprints/ doesn't explain how to build them by yourself properly.
Is there any effective way to do this? or should I make tons of invisible units with collision matching air units?
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Can't manage to do a proper doodad with blocked line of sight and anti-air movement. Any ideas? I tried searching a tutorial, but I didn't find any :(.
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Pretty good, loved it.
Would be nice if people shared these kind of videos more often :).
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Fixed this with a workaround, saving the status of each icon on an array matching the positions with the array of buttons. Screw that stupid bugged function, lol.
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Woops, for some reason I though that was on another field. Epic facepalm :P.
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New question:
I'm having problems using "objetDialog is enabled" condition on GUI. The goddamn game doesn't read it, it says it can access it properly. I've tried everything, reducing it more and more until there's a goddamn single field, but it keeps failing. Any idea why?
I have the field stored inside a record inside an array (buttonList[2].objectButton). I even tried saving it into a local variable in case it had problems reading records, but nothing. And yes, I'm sure that's the line failing.
Yeah, seems that's what I want, thanks. Anyway, what's the difference between each depending of the height number at the end? What's that height for?
I mean: http://www.sc2mapster.com/wiki/sc2-api/game-files/layout/font-styles-sc2style/ why have height when both v-aligns have center and middle? :S
Seems that's what I'll have to do, like old good W3. I'll ask later if I have problems with the data editor (I hate it, lol). I guess I won't, because it seems to be simple, but who knows.
I find stupid I can't select a part of an image properly. WTF Blizzard.
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@JademusSreg: Go
There's strategy, too, since you need to choose carefully and predict the squads the others will pick, and buy upgrades in advance, but yeah, I see where you're going. I think Strategist is a "cooler" name than tactician, because it sounds like "strategy" and "StarCraft". I even though of naming it "eStrategist", but it didn't sound too well :P.
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First of all, a short FAQ about Strategist:
Frequently asked questions
What is Strategist?
Strategist is a 1-6 FFA micro tournament map, using ladder units and stats. Players choose a squad and fight each other for 2 minutes in each round, in different small arenas.
The winner of each fight is determined by the supply of his surviving units. After 12 rounds, the player with more victories is declared winner and the game ends.
How do squads work?
Squads are defined unit groups. Once you use a squad, you'll play with it an entire round against the other players. After selecting it once, you won't be able to use it again.
There's 10 for each race, divided in 3 levels matching game tiers. To unlock level 2 of a race, you need to play with 2 squads of that race. To unlock level 3 you must play with 4.
What about upgrades?
Each round you get gas depending on what you selected. If you selected a squad, you get 1 gas, if you selected the race random squad, you get 2, and if you selected the random squad you get 4.
There won't be any update unlocked by default, unless lot of people think it's good for balance.
You'll be able to buy detection and others with gas, too, but they will last only for a single round.
What if there's 3 or 5 players? is one of them left alone?
No. There's a Computer player, that lets players get points after a bad round. The computer player is hard to beat, so you'll need micro and a plan to defeat it. Players fight this computer player each round, no matter the total number of players.
The map isn't released yet. I'm doing private tests for balance in EU (post here if you want to try it). I'll stick with a closed beta for the first tests, because I want to do them with all the terrain and dialogue art removed, so the testing triggers perform better, and I don't want people to think the map is bad just because the terrain looks cheap.
Screenshots:
Current squads:
Too long to post them here, look them at Teamliquid instead :).
Current state of the closed beta
Suggestions, criticism and opinions are welcomed. If you want to help test the balance of the map by yourselves, just post here and I'll warn you when I get online, so we test it together. Take in consideration that, in its closed beta state, the map feels a bit cheap. The good part is you'll see all the disabled things being enabled one by one after each update, until the map reaches open beta.
After open beta, I plan to add rankings to the map, saving the stats of each player with lots of details, like how many times he wins with a specific squad.
My final goal making this map is to have a micro tournament where you choose your units, and you have to manage well your resources each time you choose them. I hope I manage to make a fun, challenging and polished map with your help ;).
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Another question:
What is the fastest way to make a dialog center its text horizontally and vertically? I know you can import sc2styles and whatever, but is this doable with a custom script or something?
PS: Lol there's a like button? liking posts, then :P.
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That's so full of fail, is there really no way to select parts of the image like the data editor does for achievements? :(
I want to do this because I didn't find any decent race symbols, and only the ones at the achievements look nice.
The code isn't too big, and I haven't had any lag so far. What it does is cover 2-minute fights, that end when your opponent is dead or the timer reaches 0. I like the structure because it's simple and easy to understand, but I don't want to be a bad example for beginners if I release the code later.
The ideal and common sense way would be using pathing drawers, but they suck. What are you talking about, a new invisible doodad? I know some doodads have a teal path, that may work for me, but I don't want to complicate myself, and I prefer to do everything with what I have. If I can't, well, I'll have to start importing stuff then.
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-Is there any way to use an achievement icon properly? I find no way outside the rewards in data editor to select a part of an image instead of the entire image (remember achievements come together in a single file: http://eu.battle.net/sc2/static/local-common/images/sc2/achievements/6-45.jpg and not separately).
-If my game works around timed rounds, is it efficient to put the entire game inside a while? It works fine, but I'm not sure if it's "criminal" (instead of calling X one after another, I do a while with a "wait for x to happen" inside).
-What's the best way to block units (land and air) from crossing a line and seeing beyond it? the path tool sucks, and I would find it annoying to have to place thousands of those footprint decals all around my map (to make things worse, they don't even show when you activate path view).
That's all for now :).
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@Taintedwisp: Go
7 months, actually (and not counting the beta).
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This map is fucking awesome.
Any official EU chat channel?