I'm fairly certain it's not possible to limit specific communication, although it may be possible to disable chat completely. (Try clearing text messages anytime someone says something in chat.)
I'm skeptical this is possible, though, because the chat system is also used for battle.net messaging and I don't think Blizzard wants mappers to be able to disable the battle.net features.
Clear Chat Messages works perfectly fine for battle.net messages, I do believe. But the solution you proposed doesn't work because the fricken messages flashes on the screen, because the event delays to fit into a 1/16th trigger window (which is one of the worst things about SC2). It does clear, but if you want to prevent people from telling each other crucial information this clearly won't do. Unless everyone is playing the game with an FPS below 32, because that's the maximum speed you can clear chat messages at.
It's a native, but I can't find anything about what it actually does besides "runs a console command". It sounds like it could be extremely useful- so what is it?
Uhhh, what the heck guys?
Timer duration is an included function in SC2. It returns a real value, not an integer. If you really need an integer, use a conversion.
Well now I've figured out passive behaviors. You just create a new one and change it's modification field to what you want. You can then apply it to a unit X amount of times. So if you made it so that it increased damage by 1, and applied it 45 times, you'd have +45 damage. That should work fine for your purposes.
Also, play sound should be pretty easily findable.
I'm not entirely sure how you'd do it, or if it's even possible within the confines of the data editor.
It is entirely possible to hack up some triggers to accomplish much the same effect, however. If you wanted I could make something for you.
The most obvious problem is that Triggering Player is not defined within the context of this trigger. Use owning player of triggering unit instead.
If that doesn't work, I wouldn't trust the Region(Any Region) part, but that's because I don't have experience with that.
Your problem is that you are thinking that events are dynamic, when they are really set when registered.
Allow me to explain:
When the map's triggers are initialized, the event is registered for the trigger at that time. Thusly, String(Spire) from the global data table is likely undefined at that point so thus the event is really initialized like this:
Any unit enters a distance of 10.0 from no unit.
If you have spires that might be created while in game, you will need another event registration for them to work properly. To do that would be something like:
Any unit enters entire map
Unit type of triggering unit == spire
Custom script:
TriggerAddEventUnitRange(gt_[Trigger's name], null, EventUnit(), 10.0, true);
Unless their system is incredibly stupid, I don't see why UI events would create that much latency. It'd only be a few bytes every once in a while. In fact, it'd be less of a network strain than normally ordering units to move.
Then again this is Blizzard, and arrow keys in WC3 have lagged epically for no real reason since the game's release so maybe they just hate us.
Anyway, battle.net minimum latency is 125, average event recognition delay is 32.5 MS, factor in unit turn time and you might have your lag culprit.
The 0.001 timer was just a simplification. I know about the 1/16th limit, but I don't want to be splitting hair right now.
I just mean to say that you can execute a kiloton of stuff without loss of performance.
It's true, this is 2010 and it's extremely hard to do anything CPU intensive, but the point is that the extra latency tends to come from the average 32 MS of lag sitting on top of the 125 MS Battle.net minimum latency.
This is why I sincerely doubt this system is an improvement at all over a system that uses a looping timer with a low interval. Even events get the trigger delay from fitting into the 16 execution slots a second (I don't even know what Blizzard was thinking), so timer-driven systems will be as screwed as event-driven systems.
There's a hack/workaround to get 32 executions a second, and that's the only conceivable way I know of to make a reduced lag WASD system. And even that will only change the additional latency range from 0-62.5 to 0-31.25 MS, shaving off an average of 16 MS.
In the end, no matter what you do you're still going to be dealing with a 1/8th of a second response time. That may not seem bad, but consider that pings as low as 40 are standard for FPS games, which have lag compensation on top of that. Starcraft 2 has no lag compensation system.
If they added a decent map editor without any of the limitations of SC2 and with more features, I'd be completely sold.
It'd be pretty easy for Valve to win me over, they've been a much cooler company than Blizzard for ages now.
Steam integration, typically amazing Valve pricing, Source engine, free, continuous content updates....
As compared to Bnet 2.0 and $60 with $120 more in expansions.
True, I despise DotA and everything it stands for, but it's not like I play the original game when I buy for custom maps.
I'd be very surprised if this solution is lagless.
With several players it'll still be slower than my granny, just because it uses the Key Press events. And there's no way around it.
Also, I think you're overestimating the impact of things like Camera Yaw (or functions in general), loops or timers. First of all these things don't create lag. The only thing they could do is to shortly freeze weak computers. And even that would happen only in the most extreme cases (if it could happen at all, due to the execution limit).
Galaxy is pretty gosh darn fast (compared to JASS2 lol). You could have ten 0.001 second timers in your map doing a ton of things and you still wouldn't notice the slightest thing, even with 12 players and a dog playing the map.
It is definitely a going more easy on your CPU than other movement systems do, I'll give you that. But whether it's really worth it? I doubt it.
Uhh, you can have ten 0.0000000000000000000000000000000000001 second timers simply because the minimum trigger interval is 0.0625, and all those timers will default to 0.0625.
Sorry to tell you, man, but the type of map you've created generally isn't very popular. It was true back in WC3 too (see: impossible bosses), so even if Blizzard didn't have such a frankly terrible system in place it's unlikely your map would get the type of popularity you want it to have. If it's any condolence to you, popular maps tend to suck design-wise, and are mostly repetitive iterations of a few tired genres.
Another thing that instantly turns people off to, well, anything is interface lag (or latency, whatever). You use the WASD keys, which would be fine except that they turn out very laggy in battlenet. People hate to be able to see lag that easily. In an RTS-like map, you can easily get away with lots of ping but when you start to control one unit it just doesn't work out.
Still though, your game is much better than Nexus wars. It's just a sad fact that the popularity system is even harsher to non-mainstream maps than the custom games list was.
huh? they did put it up to top standards... it is worth 60... and you can 4v4 in ranks if you like.... 7v7 custom... its well worth the money, even with the BS map system
Also, in the future, the MAP USER can charge for maps if they like...which IS a good thing for them, if they truly make a unique map (aka new textures, graphics...ect) then its wroth a few bucks if the MAKER so wants.
Unfortunately, it's extremely unlikely that anyone will ever bother buying premium maps because there are too many good, fun free maps. The entire feature seems kind of pointless, and mostly just angers people.
lol, with the crack floating around, you can get the full experience of the campaign. Even without the crack, u can still use the editor and launch every single mission, even modify the map to run any cinematic. Some more tutorial on melee map then you can vs AI all the way. Hell, even creating custom game doesnt require you to publish. The only thing you got for 60$ is the casual/crappy Bnet 2.0 + multiplayer
Uhh, guy, piracy doesn't devalue a singleplayer game. It's just piracy. If I bought Half Life 2 for $10, I'm paying for the story regardless of whether or not I could just pirate it.
Not sure why people are so riled up over this. They're basically terms of use, aren't they? Those are always hella strict. For the simple reason of giving them a huge edge should something be ever taken to court. They'd run into problems if they were somewhat mild in the rules and somebody did something bad; the guilty folks would just point out that whatever they created "wasn't banned according to the terms of use".
I doubt they're going to ban your risk map for being risk, tbh.
We can hope, can't we? Fact is though, Blizzard didn't even have anything like this for any of their previous games. This is completely new and uncharted territory we're in here and we have no idea what they'll do with it. They've already shown a willingness to ban maps, haven't they? Who knows what they'll do.
They've indicated at least that they're going to be doing something different than previously. This is a quote because I'm not quite sure how quote tags work in this forum: I have to ask, why do you guys review maps "to ensure that they promote a fun and safe environment for all players" in this game, and not the original?
Because we can. Literally. We have a support department now of size and ability to enforce these types of things. It simply wasn't possible when our in-game support used to consist of approximately 20 technical support agents. We did, however, actually police Warcraft III maps to a small degree if they were reported. But it was a rather archaic process.
So it seems now that they'll have a taskforce of people at least partially dedicated to scouring maps. If one of those people takes something in your map the wrong way, you're done for. Just hope they don't have some sort of quota to make their jobs look useful.
Mostly, though, it'd be all fine and dandy because of this:
You're confusing our removal of inappropriate content with some draconian measure to delete maps as we see fit. Our goal is purely to ensure that maps don't contain inappropriate content, as defined here: http://us.blizzard.com/support/article.xml?locale=en_US&articleId=33752
If only they hadn't defined inappropriate content so broadly that it could include almost anything.
Really, we got no idea what they'll do with the kind of power they granted themselves now. Their record so far really isn't great though.
We'll have to wait and see, but as this is something almost nobody actually cared about or wanted, and many people are adamantly opposed to and yet they implemented it anyway (like the popularity system) it reflects poorly on Blizzard's understanding of their community and what's best for custom maps.
@molotovsoda: Go
And too top it off now, if my terrain remotely resembles a nazi sign.. i might possible get my account Banned permantly (60$ down the drain) , Just wait when blizzard drops the bomb about "pay for custom maps" and sends you an email forcing you to charge for your map because they see it as a cash crop.
what if i upload a map , and blizzard gives me a warning to remove the content or face being banned when im out of the country for a few months?? .. you know what else? on the sc2 forums i mentioned that "starcraft 2 has the worst ever moderators" (yes i know i should'nt have said that. but the response from blizzard went way over the board.. check the screen shot of what happened. ""PERMANENT BAN" http://i36.tinypic.com/hrg93o.jpg
this new draconian blizzard is not the old blizzard that we all fell in inlove with. Its garbage.
To clarify, I believe the guy who got his map deleted got his publishing rights temporarily revoked, got his map deleted, and was able to re-upload the map when he fixed the creep mob accidentally vaguely resembling a swastika.
Also, that's pretty harsh of them to ban you like that, although it'd help your believability if you got a screenshot of the post you got banned for.
But yes, somewhere along the line Blizzard became money obsessed and overly protective/draconian. They used to be my favorite company for a while, but Valve has surpassed them in every way.
0
I'm doing my best researching how to hide chat, actually.
Clear Chat Messages works perfectly fine for battle.net messages, I do believe. But the solution you proposed doesn't work because the fricken messages flashes on the screen, because the event delays to fit into a 1/16th trigger window (which is one of the worst things about SC2). It does clear, but if you want to prevent people from telling each other crucial information this clearly won't do. Unless everyone is playing the game with an FPS below 32, because that's the maximum speed you can clear chat messages at.
0
It's a native, but I can't find anything about what it actually does besides "runs a console command". It sounds like it could be extremely useful- so what is it?
0
Uhhh, what the heck guys?
Timer duration is an included function in SC2. It returns a real value, not an integer. If you really need an integer, use a conversion.
0
Text on dialogs is created by creating a "label" dialog item.
0
You'd probably have to be more specific. A screenshot of the trigger might be helpful.
0
Well now I've figured out passive behaviors. You just create a new one and change it's modification field to what you want. You can then apply it to a unit X amount of times. So if you made it so that it increased damage by 1, and applied it 45 times, you'd have +45 damage. That should work fine for your purposes.
Also, play sound should be pretty easily findable.
0
I'm not entirely sure how you'd do it, or if it's even possible within the confines of the data editor.
It is entirely possible to hack up some triggers to accomplish much the same effect, however. If you wanted I could make something for you.
0
The most obvious problem is that Triggering Player is not defined within the context of this trigger. Use owning player of triggering unit instead.
If that doesn't work, I wouldn't trust the Region(Any Region) part, but that's because I don't have experience with that.
0
Your problem is that you are thinking that events are dynamic, when they are really set when registered.
Allow me to explain:
When the map's triggers are initialized, the event is registered for the trigger at that time. Thusly, String(Spire) from the global data table is likely undefined at that point so thus the event is really initialized like this:
Any unit enters a distance of 10.0 from no unit.
If you have spires that might be created while in game, you will need another event registration for them to work properly. To do that would be something like:
Any unit enters entire map
Unit type of triggering unit == spire
Custom script:
TriggerAddEventUnitRange(gt_[Trigger's name], null, EventUnit(), 10.0, true);
0
Unless their system is incredibly stupid, I don't see why UI events would create that much latency. It'd only be a few bytes every once in a while. In fact, it'd be less of a network strain than normally ordering units to move.
Then again this is Blizzard, and arrow keys in WC3 have lagged epically for no real reason since the game's release so maybe they just hate us.
Anyway, battle.net minimum latency is 125, average event recognition delay is 32.5 MS, factor in unit turn time and you might have your lag culprit.
0
It's true, this is 2010 and it's extremely hard to do anything CPU intensive, but the point is that the extra latency tends to come from the average 32 MS of lag sitting on top of the 125 MS Battle.net minimum latency.
This is why I sincerely doubt this system is an improvement at all over a system that uses a looping timer with a low interval. Even events get the trigger delay from fitting into the 16 execution slots a second (I don't even know what Blizzard was thinking), so timer-driven systems will be as screwed as event-driven systems.
There's a hack/workaround to get 32 executions a second, and that's the only conceivable way I know of to make a reduced lag WASD system. And even that will only change the additional latency range from 0-62.5 to 0-31.25 MS, shaving off an average of 16 MS.
In the end, no matter what you do you're still going to be dealing with a 1/8th of a second response time. That may not seem bad, but consider that pings as low as 40 are standard for FPS games, which have lag compensation on top of that. Starcraft 2 has no lag compensation system.
0
If they added a decent map editor without any of the limitations of SC2 and with more features, I'd be completely sold.
It'd be pretty easy for Valve to win me over, they've been a much cooler company than Blizzard for ages now.
Steam integration, typically amazing Valve pricing, Source engine, free, continuous content updates....
As compared to Bnet 2.0 and $60 with $120 more in expansions.
True, I despise DotA and everything it stands for, but it's not like I play the original game when I buy for custom maps.
0
Uhh, you can have ten 0.0000000000000000000000000000000000001 second timers simply because the minimum trigger interval is 0.0625, and all those timers will default to 0.0625.
0
Sorry to tell you, man, but the type of map you've created generally isn't very popular. It was true back in WC3 too (see: impossible bosses), so even if Blizzard didn't have such a frankly terrible system in place it's unlikely your map would get the type of popularity you want it to have. If it's any condolence to you, popular maps tend to suck design-wise, and are mostly repetitive iterations of a few tired genres.
Another thing that instantly turns people off to, well, anything is interface lag (or latency, whatever). You use the WASD keys, which would be fine except that they turn out very laggy in battlenet. People hate to be able to see lag that easily. In an RTS-like map, you can easily get away with lots of ping but when you start to control one unit it just doesn't work out.
Still though, your game is much better than Nexus wars. It's just a sad fact that the popularity system is even harsher to non-mainstream maps than the custom games list was.
Unfortunately, it's extremely unlikely that anyone will ever bother buying premium maps because there are too many good, fun free maps. The entire feature seems kind of pointless, and mostly just angers people.
Uhh, guy, piracy doesn't devalue a singleplayer game. It's just piracy. If I bought Half Life 2 for $10, I'm paying for the story regardless of whether or not I could just pirate it.
0
We can hope, can't we? Fact is though, Blizzard didn't even have anything like this for any of their previous games. This is completely new and uncharted territory we're in here and we have no idea what they'll do with it. They've already shown a willingness to ban maps, haven't they? Who knows what they'll do.
They've indicated at least that they're going to be doing something different than previously. This is a quote because I'm not quite sure how quote tags work in this forum:
I have to ask, why do you guys review maps "to ensure that they promote a fun and safe environment for all players" in this game, and not the original?
Because we can. Literally. We have a support department now of size and ability to enforce these types of things. It simply wasn't possible when our in-game support used to consist of approximately 20 technical support agents. We did, however, actually police Warcraft III maps to a small degree if they were reported. But it was a rather archaic process.
So it seems now that they'll have a taskforce of people at least partially dedicated to scouring maps. If one of those people takes something in your map the wrong way, you're done for. Just hope they don't have some sort of quota to make their jobs look useful.
Mostly, though, it'd be all fine and dandy because of this:
You're confusing our removal of inappropriate content with some draconian measure to delete maps as we see fit. Our goal is purely to ensure that maps don't contain inappropriate content, as defined here: http://us.blizzard.com/support/article.xml?locale=en_US&articleId=33752
If only they hadn't defined inappropriate content so broadly that it could include almost anything.
Really, we got no idea what they'll do with the kind of power they granted themselves now. Their record so far really isn't great though.
We'll have to wait and see, but as this is something almost nobody actually cared about or wanted, and many people are adamantly opposed to and yet they implemented it anyway (like the popularity system) it reflects poorly on Blizzard's understanding of their community and what's best for custom maps.
To clarify, I believe the guy who got his map deleted got his publishing rights temporarily revoked, got his map deleted, and was able to re-upload the map when he fixed the creep mob accidentally vaguely resembling a swastika.
Also, that's pretty harsh of them to ban you like that, although it'd help your believability if you got a screenshot of the post you got banned for.
But yes, somewhere along the line Blizzard became money obsessed and overly protective/draconian. They used to be my favorite company for a while, but Valve has surpassed them in every way.