the external ladder system i made for heptacraft has been running for quite some time now. you can see the generated ladder at: http://www.heptacraft.com/ladder
how does it work?
- the map/mod creates bank files for each player
- players run a client in the background that automatically uploads the bank files to a central ftp server
- the ladder server downloads these bank files and reads them into excel using vba
- excel auto-publishes the map as .html, the ladder server automatically uploads the new .html to the webserver
what players need:
- need to download and run a tiny client that uploads the bank files
(the client used to consist of just a .bat file that searches the "my documents\starcraft II" folder for bank files created by the game, and uploads them
my new client additionally uses ftps.exe, since normal windows ftp.exe causes problems for some ppl, and reg.exe to query the position of the "my documents\starcraft II" folder, so it can be run from anywhere, all 3 files are wrapped up in an .exe for ease of use)
what map/mod makers need:
- a ftp server
- a comp that is always online and can run excel
- some knowledge of excel to adapt the ladder to your own needs (i could help with that step)
- a website to publish the ladder
how it prevents cheating:
- every game creates a long numeric ID according to an alghorhythm in the map
- game IDs get checked for integrity, so you cannot just make up your own game IDs to create your own bank files
- victory is reported by the winner, so you cannot just close your client when you are losing
- victory file contains the product of keys handed out to each player and sent to the server in the inital bank files
possible downsides:
- client includes user/passwort for the ftp, making it vulnerable to vandalism
if other modders want to use that system for their arcade maps or mods, id be glad to share it, all im asking in return is mentioning heptacraft in their own map/mod
it would take some customization to adapt to any other map, right now its geared towards 1on1 heptacraft, but it wouldnt be a big issue to adapt it to other maps, or even more players
if you want more details, preferably contact me at [email protected], since i check that email more regularly than sc2mapster
change the locale in the editorassets.txt as described above. im using enUS and enGB. even tho i wont see any regions inside editor, it will publish to AM or EU, depending on what locale i set in the .txt
today it asks me to log into my account when opening editor... seriously... its behaving differently every fucking day... no consistency at all... regions are still empty...
i made a lot of new buttons for my mod, and had various hotkey-related problems ever since beta
in game options menu it shows a lot of unbound hotkeys, if i click "restore" on any of those, nothing happens, and i cannot figure out why exactly they are unbound, since i cant see anything wrong with them in the editor.
for example, the "keep distance" button that is listed multiple times does not even have a hotkey in the editor, its just a button for a passive ability`. yet even though the hotkey field is empty, it still shows up as green in the editor, as if i put a new value in it.
i cant clear or reset the value, and even though no hotkey is set, it has a text key i cannot delete - maybe thats the problem? where can i edit/delete text keys?
if i just keep on using the standard hotkey profile, hotkeys are actually working, but if i change anything some really basic hotkeys (set rally point, etc) will all of a sudden be unbound
are there any known bugs for hotkeys, or am i missing something?
i gave up on making it into a vulture, now making it into a capital ship, so that kinda solved the problem
i looked up the animations in the cutscene editor, and the flames seem to be part of both the "stand" and "walk" animation, so i guess thats the problem. i dont spose i can fix that without externally editing the model?
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hey bilxor
your one to talk about dedication - i hear your campaign is pretty impressive, unfortunately i barely have time to play my own game tt
if you wna try my mod, just get on discord, thereis usually ppl there to play with - http://www.heptacraft.com/discord
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the external ladder system i made for heptacraft has been running for quite some time now. you can see the generated ladder at: http://www.heptacraft.com/ladder
how does it work?
- the map/mod creates bank files for each player - players run a client in the background that automatically uploads the bank files to a central ftp server - the ladder server downloads these bank files and reads them into excel using vba - excel auto-publishes the map as .html, the ladder server automatically uploads the new .html to the webserver
what players need:
- need to download and run a tiny client that uploads the bank files (the client used to consist of just a .bat file that searches the "my documents\starcraft II" folder for bank files created by the game, and uploads them my new client additionally uses ftps.exe, since normal windows ftp.exe causes problems for some ppl, and reg.exe to query the position of the "my documents\starcraft II" folder, so it can be run from anywhere, all 3 files are wrapped up in an .exe for ease of use)
what map/mod makers need:
- a ftp server - a comp that is always online and can run excel - some knowledge of excel to adapt the ladder to your own needs (i could help with that step) - a website to publish the ladder
how it prevents cheating:
- every game creates a long numeric ID according to an alghorhythm in the map - game IDs get checked for integrity, so you cannot just make up your own game IDs to create your own bank files - victory is reported by the winner, so you cannot just close your client when you are losing - victory file contains the product of keys handed out to each player and sent to the server in the inital bank files
possible downsides:
- client includes user/passwort for the ftp, making it vulnerable to vandalism
if other modders want to use that system for their arcade maps or mods, id be glad to share it, all im asking in return is mentioning heptacraft in their own map/mod
it would take some customization to adapt to any other map, right now its geared towards 1on1 heptacraft, but it wouldnt be a big issue to adapt it to other maps, or even more players
if you want more details, preferably contact me at [email protected], since i check that email more regularly than sc2mapster
cheers,
-summerloud
0
i have an effect-target ability that i do NOT want the unit to approach its target automatically, but instead give an error (no vision)
i edited the ability to require vision, but the unit still just moves towards the target trying to get vision
edit: once again i looked for hours, only to solve it instantly upon posting here :)
the solution is in the effect of the ability, not the ability itself. i set the effect to have "has vision" as validator and voila - it works
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is it me, or did blizzard break the editor again?
update: apparently its not only me: http://us.battle.net/forums/en/sc2/topic/20746634531?page=1#post-2
0
found an awkward workaround:
change the locale in the editorassets.txt as described above. im using enUS and enGB. even tho i wont see any regions inside editor, it will publish to AM or EU, depending on what locale i set in the .txt
0
today it asks me to log into my account when opening editor... seriously... its behaving differently every fucking day... no consistency at all... regions are still empty...
0
same for me. no way to publish :(
0
i have a specific unit whose training should be autocast and able to bypass the normal queue
in order to do that i turned the create unit ability from a train ability to a effect-instant ability with a create unit effect
works fine so far, the only problem i have is that the unit does not keep autocasting that ability even if autocast is on
anyone know how to fix that?
alternative solution: is there a way for train abilities to bypass the normal queue?
0
i made a lot of new buttons for my mod, and had various hotkey-related problems ever since beta
in game options menu it shows a lot of unbound hotkeys, if i click "restore" on any of those, nothing happens, and i cannot figure out why exactly they are unbound, since i cant see anything wrong with them in the editor.
for example, the "keep distance" button that is listed multiple times does not even have a hotkey in the editor, its just a button for a passive ability`. yet even though the hotkey field is empty, it still shows up as green in the editor, as if i put a new value in it.
i cant clear or reset the value, and even though no hotkey is set, it has a text key i cannot delete - maybe thats the problem? where can i edit/delete text keys?
if i just keep on using the standard hotkey profile, hotkeys are actually working, but if i change anything some really basic hotkeys (set rally point, etc) will all of a sudden be unbound
are there any known bugs for hotkeys, or am i missing something?
0
if i check "transient", the ability doesnt work at all, seems like transient doesnt mix with create healer effects
i ended up reworking the ability to use (create persistent) and (modify unit) effects instead of (create healer), now it works exactly as intended
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my mod has a combat medic unit that has a weak weapon
i want it to be able to channel its healing ability while moving and attacking
alternatively, changing autocast to prefer attacking over repairing could also help
any thoughts?
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btw, if you want to see how the model works as a capital ship:
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@Bilxor: Go
its the "dark templar shuttle" model
i gave up on making it into a vulture, now making it into a capital ship, so that kinda solved the problem
i looked up the animations in the cutscene editor, and the flames seem to be part of both the "stand" and "walk" animation, so i guess thats the problem. i dont spose i can fix that without externally editing the model?
0
i wanted to make a new unit for my mod and used the "dark templar shuttle" model
i got it to look like i wanted, pretty cool, kinda like a DT vulture
the only problem is: the really annoying bright green thrusters never go off, even while not moving
i cant find any actor or anything that would allow me to change that, apparently its part of the model?
if possible, id also like to remove the constant up/down rocking motion that air units have
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@summerloud: Go
nm, finally got it, as usual just after posting here :)
its the "leader alias" field for the unit