Actors can be moved using ActorSend("SetPosition x,y,z")
However, when actors are moved, this is not done smoothly (even on periodic rate of 0.02 s it is not smooth)
Is there any way to make actors move smooth (like units)?
I am looking for a way to handle custom triggers inside the map so I don't have to reach external files every time I want to test the map.
I would also like to separate the triggers into several folders (like Jass scripting in WC3)
So I guess that this is impossible?
Sc2 editor is a joke in comparison to wc3 world editor.
After spending 5 hours trying to figure out how the editor works, this was what I concluded:
- Writing 100% custom script is only possible if you decompile + change script file + restart editor + open map as decompiled folder
- GUI is not for scripters like me
Can someone tell me if it is even possible to make a map entirely without GUI and without having to decompile the map every time you change something.
Perhaps someone could upload a small sample map using 100% galaxy (which can edited/saved without having to use workarounds)
There are 3 types of bots:
a) Packet manipulating / injection (this will get you banned)
b) Intelligent algorithm bots (using color codes and other undetectable macros)
c) brute force click
only b) and c) are possible. I tested the packet manipulation during the beta, and concluded that it was impossible/difficult to call a "map hosted" because it requires server handshake. In theory it should be possible (but it will be easily detectable).
Anyway, the issue is about exploiting the system without hacking it. Making a fake map and get that to rank 1 with "somewhat legitimate" methods will clearly indicate that something is wrong with the game list.
People WILL exploit this. It's just a matter of time.
Making a good map takes too long time.
A better idea would be to use a host bot (automated hosting). I can make a host bot which can increase popularity by about 400 times per hour per computer. With 5 computers (I only have 2 with StarCraft II), it should be enough to keep it on top 3 on the list.
I would like to upload some of these fake maps, but I think "Never gonna give you up" is copyrighted in germany and "rickroll" is probably considered malicious. I'm a poor student and simply can't afford having my cd-keys banned.
If someone is up for doing some massive popularity boosts on fake maps, then I'm up for it. I'll make some tools for the automated hosting (100% undectable using color detection and macros only).
@Sixen: Go
Yeah, it was me rick rolling the entire SC2 beta. My target, however, was primarily Blizzard and the 'famous map' promotion.
In StarCraft 2, only the first page maps will be played.
In WarCraft 3, you could actually host a completely unknown map and have players to join that.
As a quick review of Battle.net 2.0, I'd take it for a fail. No chat rooms, self promoting 'famous maps' and big brother surveillance of anything you do, including private messages. Blizzard even wanted 'real names' to be attached to any post written on their StarCraft II forum.
I'll do anything I can to loosen the battle.net 2.0 restrictions. In the most creative fashion possible, of course.
Yet, we are still stuck with the flawed 'popularity' based map list system
Even after publishing several "very popular" fake maps, including "Dance of the Astley (DotA 0.1)" during the beta, Blizzard decided to keep their current game list system.
If anyone feels like revolting (or simply wants to check the video tech), feel free to publish/check my beta work:
The rick roll map: Link Removed: http://www.mediafire.com/?ra2igk97t48r12g
I have not published it on battle.net due potential violation of Blizzards EULA / TOU.
"publishing copyrighted or offensive/malicious content is against the StarCraft II End User License Agreement"
I wonder how "malicious content" is defined. Any ideas on that?
0
Actors can be moved using ActorSend("SetPosition x,y,z")
However, when actors are moved, this is not done smoothly (even on periodic rate of 0.02 s it is not smooth) Is there any way to make actors move smooth (like units)?
0
I am looking for a way to handle custom triggers inside the map so I don't have to reach external files every time I want to test the map. I would also like to separate the triggers into several folders (like Jass scripting in WC3)
So I guess that this is impossible? Sc2 editor is a joke in comparison to wc3 world editor.
Edit: found this: http://forums.sc2mapster.com/development/tutorials/888-trigger-writing-code-in-pure-galaxy/ But if I test the map once every minute and it takes one minute to do this (export, edit, save, open etc.), then it will take twice as long to make a map as it should...
0
After spending 5 hours trying to figure out how the editor works, this was what I concluded: - Writing 100% custom script is only possible if you decompile + change script file + restart editor + open map as decompiled folder - GUI is not for scripters like me
Can someone tell me if it is even possible to make a map entirely without GUI and without having to decompile the map every time you change something. Perhaps someone could upload a small sample map using 100% galaxy (which can edited/saved without having to use workarounds)
0
@Sixen: Go
There are 3 types of bots: a) Packet manipulating / injection (this will get you banned) b) Intelligent algorithm bots (using color codes and other undetectable macros) c) brute force click
only b) and c) are possible. I tested the packet manipulation during the beta, and concluded that it was impossible/difficult to call a "map hosted" because it requires server handshake. In theory it should be possible (but it will be easily detectable).
Anyway, the issue is about exploiting the system without hacking it. Making a fake map and get that to rank 1 with "somewhat legitimate" methods will clearly indicate that something is wrong with the game list.
People WILL exploit this. It's just a matter of time.
0
@OneTwoSC: Go
Making a good map takes too long time. A better idea would be to use a host bot (automated hosting). I can make a host bot which can increase popularity by about 400 times per hour per computer. With 5 computers (I only have 2 with StarCraft II), it should be enough to keep it on top 3 on the list.
@bradleo: Go
I would like to upload some of these fake maps, but I think "Never gonna give you up" is copyrighted in germany and "rickroll" is probably considered malicious. I'm a poor student and simply can't afford having my cd-keys banned.
If someone is up for doing some massive popularity boosts on fake maps, then I'm up for it. I'll make some tools for the automated hosting (100% undectable using color detection and macros only).
0
@Sixen: Go Yeah, it was me rick rolling the entire SC2 beta. My target, however, was primarily Blizzard and the 'famous map' promotion. In StarCraft 2, only the first page maps will be played. In WarCraft 3, you could actually host a completely unknown map and have players to join that.
As a quick review of Battle.net 2.0, I'd take it for a fail. No chat rooms, self promoting 'famous maps' and big brother surveillance of anything you do, including private messages. Blizzard even wanted 'real names' to be attached to any post written on their StarCraft II forum.
I'll do anything I can to loosen the battle.net 2.0 restrictions. In the most creative fashion possible, of course.
0
Yet, we are still stuck with the flawed 'popularity' based map list system Even after publishing several "very popular" fake maps, including "Dance of the Astley (DotA 0.1)" during the beta, Blizzard decided to keep their current game list system.
If anyone feels like revolting (or simply wants to check the video tech), feel free to publish/check my beta work: The rick roll map: Link Removed: http://www.mediafire.com/?ra2igk97t48r12g
I have not published it on battle.net due potential violation of Blizzards EULA / TOU. "publishing copyrighted or offensive/malicious content is against the StarCraft II End User License Agreement"
I wonder how "malicious content" is defined. Any ideas on that?