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    posted a message on Lobby + Teams + Starting Locations

    yeah, i had to rework my trigger since i posted this, i also added a check to see if the player is actually playing before i add him to a group. Also i implemented a few helper functions like "Team of Player" which returns the player group of a players team and several other to make coding the rest easier.

    The only problem I have now is that my map is listed with the custom/custom setting under join game - so all the work i put into this is for nothing until people realize to play the map with the right mode.

    Posted in: Miscellaneous Development
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    posted a message on [Triggers] To many Threads Trigger Error.

    @Skittles17: Go

    This is more likely caused by running the trigger 1000 times SIMULTANEOUSLY... Have you a place where one trigger calls another one ? My guess would be that you have some kind of recursion.

    Posted in: Triggers
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    posted a message on Joining Map defaults to "Custom" Game Variant

    Hi
    I have a problem with my game variants and the bnet lobby. I created a 4v4 variant for my map, which works perfectly fine when i create a game using the map. However, when i want to join a game with my map via Join Custom Game then the game which is created by bnet defaults to the Custom Variant and creates a 5v3 game...

    Is there any way to force battle net to use a specific variant for the games it creates under join custom game ? Or is there a way to influence the teams created by the custom variant ? I tried naming my variant custom but it had no effect.

    Posted in: Miscellaneous Development
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    posted a message on [Help] Copying a siege tank!

    @FraindorX:

    Well, the siege tank is a bit more complicated than most units, because it consists of 2 units with 4 actors.

    * Duplicate Units Siege Tanke (Tanke Mode) and Siege Tank (Siege Mode)
      Doing so, also duplicate their Actors and the Siege Ability
    * Rename both copied units to your new unit name.
    * Edit the Siege abilities of both new units, change Ability Commands -> Morph Info
      to your new unit.

    Now you have a new tank and a sieged version of it with siegemode but no animation and sound yet.
    If you want sound and animation for the siege mode do the following:

    * Go to Actors and duplicate "Siege Mode Morph Model" "Tank Mode Morph Model"
      "Siege Mode Sound" and "Tank Mode Sound"
    * All those 4 actors: go to Actor Event and find all conditions where they reference to the
      Siege Tank Units and change them to your new units.

    Then you should have a fully working copy of the siegetank

    Posted in: Data
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    posted a message on Lobby + Teams + Starting Locations

    @MapCrafter:

    It works fine with empty slots. Check my map out, there you can see it implemented.

    Posted in: Miscellaneous Development
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    posted a message on Lobby + Teams + Starting Locations

    @MapCrafter:

    In my map it works perfectly with Computers in the Lobby (I only tested with computers so far)
    You have to set the Team [Premade :4v4] Settings to UNLOCKED (as told in my post) to be able to move players in the lobby.

    Posted in: Miscellaneous Development
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    posted a message on Lobby + Teams + Starting Locations

    @soulwhip: Go

    I will check out the template as soon as I have time, but my version also works for imbalanced teams. You can make 1v4 2v3, nomather what you select in the lobby will always be representated in the game.

    Posted in: Miscellaneous Development
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    posted a message on Lobby + Teams + Starting Locations

    @b0ne123: Go Wheter Player 1 will spawn on the left or right side will be random, however all player in the same team as player 1 will spawn with him at the right team starting locations and will be allied to player1 So with this method you cannot choose in which team you are in, but you can choose which players are together in teams

    Posted in: Miscellaneous Development
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    posted a message on Lobby + Teams + Starting Locations

    OK, I managed to get it working. The problem was, that I had both Basic and Advanced Team settings set.
    As far as I can see several people are haveing problems with the lobby, so here is my solution (for 4v4):

    * Set all Player Starting Locations to RANDOM (Fixed Starting Locations WILL NOT WORK)
    * Go to Map -> Team Settings (Basic) and link all allied starting locations.
    * Go to Map -> Game Variants and create a new Variand 4v4 with following options:
       - Locked Alliances: yes
       - Premade Game: yes
       - Teams [Premade]: 4v4
       - Team [Premade: 4v4]: Player 1 Team1[1], ..., Player 3 Team1[4], Player 5 Team 2[1] ... Player 8 Team 2[8]  all UNLOCKED

    * In your Trigger Init code read the teams like this

    Team 1 = (Empty player group) <Player Group>
    Team 2 = (Empty player group) <Player Group>

    General - For each integer current player from 1 to 8 with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player current player) == Playing
                        Then
                            General - Switch (Actions) depending on (Start location of player current player)
                                Cases
                                    General - If (Start Location 001)
                                        Actions
                                            Player Group - Add player current player to Team 1
                                    General - If (Start Location 002)
                                        Actions
                                            Player Group - Add player current player to Team 1
                                    General - If (Start Location 003)
                                        Actions
                                            Player Group - Add player current player to Team 1
                                    General - If (Start Location 004)
                                        Actions
                                            Player Group - Add player current player to Team 1
                                    General - If (Start Location 005)
                                        Actions
                                            Player Group - Add player current player to Team 2
                                    General - If (Start Location 006)
                                        Actions
                                            Player Group - Add player current player to Team 2
                                    General - If (Start Location 007)
                                        Actions
                                            Player Group - Add player current player to Team 2
                                    General - If (Start Location 008)
                                        Actions
                                            Player Group - Add player current player to Team 2
                                Default
                        Else

    Now, what will happen is:
     * The Lobby will spawn each player on a random spawn location, but will group allied players together according to the teams in the lobby and the settings under Map -> Team Settings (Basic)
     * The Lobby will set all alliances according to the teams in the lobby.
    So you will end up with players allied together and spawning together.
    Now the tricky part is to read which players are in which team and add them to player groups which you can use in the rest of your scripting logic. I do this by looping through all players, checking if they are active and adding them to the player group depending on their starting location. In my case locations 1-4 are team 1 and 5-8 team 2. This should work for any combinations of teams though.

    Posted in: Miscellaneous Development
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    posted a message on Lobby + Teams + Starting Locations

    Hi
    I'm trying to create a 4v4 Tower Defense map. However I can't get the placement of the players in the teams right.
    My current setup:

    * All Players have starting location random
    * Starting locations 1-4 and 5-8 are grouped in Team Options (Map -> Team Setting Basic and Advanced)
    * Game variant 4v4 is added.
    * Trigger code loops trough all active players and adds them to Player Group Team 1 or Team 2 according to starting position.

    My thought was that the lobby should spawn each player on a random location but group them up by teams and set alliances. My Trigger logic would then read which players are on which side and create 2 Player Group variables which are used in the remaining script in the map.
    My problem however is, that Players don't get placed together with their teammates. Sometimes an enemy of player1 will spawn in location 2...

    How can I make the lobby place players according to their teams ? Shouldn't Team Settings make exactly this happen ?
    Fixing starting locations is NOT an option as far as I can tell. As far as I have seen Player Numbers are not influenced by the Lobbyslot they are in. So for example if i fix the starting location of player 2 the second player joining the lobby will always be in this spot, even if you pull him too the other team in the lobby.

    Posted in: Miscellaneous Development
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    posted a message on Run Trigger with Triggering Player set somehow?

    @Siaon:

    Make a new Action Show Tips with a parameter Player as Integer. In this Acion put your Tips code and use Player as you would use Triggering Player.
    Then in your Trigger use Show Tips(Triggering Player)
    And in your Map Init make somesthing like foreach 1 <= Player <= 10 Action Show Tips(Player)

    Posted in: Miscellaneous Development
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    posted a message on The Map Testers List

    BNET ID: TheDuke
    Identifier: 146
    Region: EU
    SC2Mapster Nick: tmahring
    Comment:
    Will test maps when I'm online, and have a map to be tested. I have quite a lot of programming experience and am good with the trigger editor, however i suck with the data editor.

    Posted in: Miscellaneous Development
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    posted a message on [Data]Stimpack for Marauder

    Hi
    I used some campain units in my map and now it seems that SC2 is using the campain model of the marauder in the game which doesn't show me stimpack even if the upgrade is researched.
    However the data editor seems to show me the Multiplayer Marauder Model (Source says Liberty.SC2Mod with the right stimpack commands.

    I assume this has something to do with the dependencies. Mine are set as followed:
    Liberty (Campain)
    Liberty Multi (Mod)
    Liberty Story (Campain)
    Liberty (Mod)

    I tried moving Liverty Story to the top, but this always crashes my editor.
    Any one a idea ?

    Posted in: Miscellaneous Development
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    posted a message on Campain units vanish when reloading map

    Thx ! that solved it.

    Posted in: Miscellaneous Development
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    posted a message on Campain units vanish when reloading map

    Hi
    I just started my first map with the galaxy world editor.
    I have a strange problem:
     whenever i close my editor and reopen the map all units from the campain library disappear from the map
     and also don't spawn in the game.
     I have to tell the editor via dependencies to reload the library for the units to reapper, this however messes
     up my custom units so they don't dissappear.

    So even if i reload the library and recreate my custom units (which sometime doesen't work) I have the same
    problem all over again the next time i have to reload the map.

    Has anyone an idea on what i'm doing wrong / how to fix this ?

    Posted in: Miscellaneous Development
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