I guess what i'm saying is theres no need for a tutorial
The above snipped of code will set all players within any lobby teams as allies. Colours will also match up according to who chooses what in the lobby
Starting positions can be done with only a fraction more work. I'll assume a 2v2v2v2 map
Place 8 starting locations wherever u want, presumably in pairs of 2
Open trigger editor, create a global variable called PlayerLocations as an array of 4,2 (since theres 4 teams of 2 players) and type as point
Create 8 'set variable' commands pointing PlayerLocation[1,1] to team1's 1st standing position, PlayerLocation[1,2] to team1's 2nd starting position etc for all of them
Then underneath that
For each integer 'team' from 1 to 4
for each integer 'player' from 1 to 2
pan camera to position PlayerLocation[team,player] for player (player in player group team) over 0.0 seconds
create 1 unit *whatever you use* for player (player in player group team) at position PlayerLocation[team,player]
doneskies, i've just written it in text not copied from the editor so I might have a minor layout error, but thats basically all you want. In combination with the above snippet (which sets all lobby allies as allies in game) will also center that players camera on his starting location, and create a unit/units at their starting locations
edit: /rant seriously whats up with the page layout on this site? why do I have to hit enter twice just to put something on the next line. It's annoying and messy... /endrant
I havn't read the entire first post but umm... guys... u do realise this has been fixed in 1.1?
colour assignment should work fine right off the bat unless you've forced it in your map, works perfectly for me anyway and has since day 1
lobbies are assigned very easily. You ready for it?
For each integer I in 1 to 8
Player - make all players in Players on Team i treat each other as ally with shared vision
After removing everything from a complex container, I'm almost certain it's a bug between the Move Item Action and containers. The container and slot numbers are 100% correct, so I'm just not clear on it. ANY info that you can produce on why you've got a single slot that works would be great.
All I can say is that my inventory consists of a total of 16 slots, 1 weapon slot, 1 armor slot, 4 accessory slot, 4 miscellaneous slots and 6 empty slots (no item class, anything goes)
It doesn't matter what item class I try to move the only slot that works is 9 which corresponds to the first accessory slot. Of course if I try to move a weapon to that slot, nothing happens. Only an accessory will successfully move
I wrote a basic trigger in that if I type -slot where is a number, it'll try to move the last created item to that slot number. So i've tried everything from 1-100 (my inventory only goes up to 72) and only that 9 slot works. No idea why
It's nothing logical, it's just a bugged editor. I'm not prepared to fill the inventory with dummy items, and i'm not sure if that even works? since if I 'create' an item it'll move to one of the empty slots. And since the 'move inventory item' command doesn't work I can't force anything to go to a dummy slot
Another thing that strikes me as odd is that logically if I remove an item, then create it again, it should go into the first available slot that it fits in. For instance if I have a health kit in slot 2 and a health kit in slot 4. Then my trigger would remove health kit in slot2 and create a new one which will be in slot1, fine. And then remove the second health kit and a new one would go in slot 2, since thats the next available.
But heres my findings that make me really just think WTF
It'll create a new health kit in slot 1 and slot 3. I've also tried putting them in slot 1 and 3, and they'll get created in slot 2 and 4. If I have 3 health kits in lets say slot 1, 2 and 3. By this twisted logic it should make one in slot 4 and the rest get bumped elsewhere, however it'll make one in slot 2 and the others get bumped. So i've said fk it they can be random until blizzard fixes it
It's enough to make one's monacle fall out I tell you!
I stumbled across this thread wondering why the [insert appropriate wording] isn't this working correctly. For the past 3 hours i've been trying to get my inventory management working. But even following exactly what you've posted it does not work. After a huge amount of debugging i've determined theres absolutely nothing wrong with my numbering system.
In my map the ONLY thing I want to do is remove and re-add all items to the player hero after revive. The reason is if a hero dies, and is revived, then any stat modifiers (such as equipping an item that gives +2 damage) will not apply, until that item is moved/recreated/picked up again
The only important bits are
Variable - Set ItemType = (Unit type of (Picked unit))
Variable - Set ItemSlot = (Inventory Slot of (Picked unit))
Variable - Set ItemContainer = (Inventory Container of (Picked unit))
Unit - Remove (Picked unit) from the game
Unit - Create one ItemType item in the inventory of herodead
Unit - Move inventory item (Last created inventory item) to slot ItemSlot in container ItemContainer
I don't need any external variables. The slot numbers match up, so if I have for example a basic assault rifle in slot number 2, it should note it, destroy the existing item, give the hero a new one, and then move it to 2.
The last command 'move inventory item' DOES NOT WORK. I've tested it thoroughly, infact what seems to be even more strange is the only number that works with the command, is number 9. I've tried moving an item from slot 0 up to slot 100. The only number that moves the item, is number 9. Very very strange
Quick rundown: This is a 5v5 map. Each player controls one of currently 4 hero 'classes'
Scout - fast moving unit designed for harassment and capping
Assault - balanced unit for most situations, good firepower average range
Sniper - long range unit dealing large amounts of damage, but can be killed easy if caught out
Heavy - big boomer, massive damage and tons of armor, but slow moving and expensive
Classes can only use certain types of weapons/armor. A scout for instance is not able to use an assault rifle, and can only wear light armor. Though a heavy is able to use both assault or heavy weapons/armor etc... giving each their strengths and weaknesses
Abilities are not currently implemented but will be shortly, and allow for much more diversity. 1 scout != another scout if spec'd differently
You can further enhance your hero with items such as health kits, grenades, equipment that buffs, traps enemy units etc etc. More is being added but theres a good amount at the moment
But all of this costs money, and in order to get that money, you primarily want to be capturing and holding up to 6 outposts scattered in the map which increases your teams income. In all the games i've played it is vital to be able to hold these outposts. The middle 2 are more difficult to take early in the game but provide more income for your team
On top of this each team has an AI controlled army which spawns in waves. This army can be upgraded by spending Gas which is shared between all players on the same team. Upgrades such as stronger armor/weapons, more units in each wave or changing to different units which can only be done periodically
----------------------
Before the patch this game was moving up the SEA custom ladder nicely, and I hope you guys on NA like it as well :)
If anyone would like to add me or hit me up for a game my accounts are
Now that all SEA players have access to NA I want to get my map up on the NA servers, but I can't find out how?
Map editor shows no region selector, only lists 1 character, and always publishes to the SEA region.
indeed it has and took me less than 30 minutes to implement
go into wherever you are currently assigning your team selection. In my case for the map Conquest I was using a game attribute, I have simply changed it to
*Assigns Team1*
Player Group - Pick each player in (Players on team 1) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Controller of player (Picked player)) == User
Then
Player Group - Add player (Picked player) to Team1Players
Variable - Set NumberOfPlayers[1] = (Number of players in Team1Players)
Else
*Assigns Team2*
Player Group - Pick each player in (Players on team 2) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Controller of player (Picked player)) == User
Then
Player Group - Add player (Picked player) to Team2Players
Variable - Set NumberOfPlayers[2] = (Number of players in Team2Players)
Else
*For my map this section is essential for testing, By default if you 'test' your map your player will NOT be assigned to any team, so manually assign them if no players are found on any team*
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
NumberOfPlayers[1] == 0
NumberOfPlayers[2] == 0
Then
Player Group - Add player 1 to Team1Players
Variable - Set NumberOfPlayers[1] = (Number of players in Team1Players)
will add you now
Glad you're liking it. I've put quite a lot of effort into it. Infact this is my first map for SC2 so when I started I had to learn everything from scratch and implement it. It's been a hell of an exercise... but most of the bugs have been squished. There are still quite a few design ideas I want to implement. For now i'm focusing on just adding LOTS more items and chooseable abilities when u lvl up to give the classes even more variety, in that 1 scout does not necessarily equal another scout. You can customise them
Not sure what you mean about the heavy? he can equip both medium and heavy armor. Medium has only a minor speed hit, heavy is supposed to slow u down quite a bit but u can certainly still move?. Heavy armor has proven to be EXTREMELY effective in some of the games we've played :O its bad ass tanking everything, but when all your teammates and ai die around you and you're left all on your lonesome... it's gonna be a bad day haha, you can't run from anything
Perhaps you were carrying multiple armors? the slowdown effect does stack with armor in your inventory, so if you were carrying multiple plate armor thats probably why you were so slow. This is to stop heavies from equipping the thick plate armor in battle, and just taking it off when they want to run.
EDIT: New version uploaded (shows as 1.11 on battle.net)
- Vampirism should be fixed
- Heavy armor fixed
- 7 new items added
I've been working on this map for over a month now. It's currently up on SEA called Conquest
Basic rundown is it up to 5 players on each team who each choose one of 4 different hero classes, and an AI that controls the teams army. Scattered in the middle of the map are 6 outposts. Capturing these provides income for you and your team which is essential to purchasing better equipment, and upgrading your army.
The map is out of Alpha stages and into Beta. Meaning it's fully playable and there are very few bugs remaining, it is missing some features which I will be implementing over the next few weeks including a new hero class, more items and abilities all with greater diversity
If anyone would like to check it out it's called Conquest and currently hosted on the SEA server.
Whenever my friends are on we have a few games of it. Due to the horrendous popularity system and the low population on the SEA servers its extremely difficult lifting it up the popularity chain. If anyone could help in that department i'd much appreciate it :)
Anybody is more than welcome to add me Millenium / 656 on the SEA server for a game (when i'm not working on the map of course ;) )
nevermind. I implemented a full set of debug messages and it turns out that yep marauders for some reason can actually kill items.... awesome... but filters sorted it out
I'm desperately hoping someone can help me out here as this is an issue that is driving me insane. I've spent a very long time working on a map and all seems well, i've diagnosed and squashed many bugs getting it to where it is now. Yet theres 1 massive one that i'm at a loss with
Randomly throughout the game ALL items on a character will disappear at once. It's never 1 or 2 its always all of them, but not for every character at once and not with fixed circumstances. At first I though the items were being issued a move order by some triggers in my map, but i've ruled that out now
The items are not 'attacked' or damaged by splash. As it doesn't happen predictably, and they can still disappear when not anywhere near enemies
The only constant seems to be it happens after 10+ minutes have passed, it could be 10:01 it could be 12:15 is could be 18:23 its random. But it seems to happen quite regularly once it starts and for different players. Leading me to think that maybe its just a memory issue with SC2 itself
Has anyone encountered anything like this and could provide a solution? I've checked, double checked, 10x checked every single trigger in my map and the 1 and only thing that can remove inventory items is the revive trigger. But it's not that as you don't have to die or have anyone else die on the map for items to disappear, it just happens randomly. And if the trigger were running i'd get a notification which I don't
0
@DrakenStark: Go
I guess what i'm saying is theres no need for a tutorial
The above snipped of code will set all players within any lobby teams as allies. Colours will also match up according to who chooses what in the lobby Starting positions can be done with only a fraction more work. I'll assume a 2v2v2v2 map Place 8 starting locations wherever u want, presumably in pairs of 2 Open trigger editor, create a global variable called PlayerLocations as an array of 4,2 (since theres 4 teams of 2 players) and type as point Create 8 'set variable' commands pointing PlayerLocation[1,1] to team1's 1st standing position, PlayerLocation[1,2] to team1's 2nd starting position etc for all of them
Then underneath that
For each integer 'team' from 1 to 4
for each integer 'player' from 1 to 2
pan camera to position PlayerLocation[team,player] for player (player in player group team) over 0.0 seconds
create 1 unit *whatever you use* for player (player in player group team) at position PlayerLocation[team,player]
doneskies, i've just written it in text not copied from the editor so I might have a minor layout error, but thats basically all you want. In combination with the above snippet (which sets all lobby allies as allies in game) will also center that players camera on his starting location, and create a unit/units at their starting locations
edit: /rant seriously whats up with the page layout on this site? why do I have to hit enter twice just to put something on the next line. It's annoying and messy... /endrant
0
I havn't read the entire first post but umm... guys... u do realise this has been fixed in 1.1? colour assignment should work fine right off the bat unless you've forced it in your map, works perfectly for me anyway and has since day 1
lobbies are assigned very easily. You ready for it?
For each integer I in 1 to 8 Player - make all players in Players on Team i treat each other as ally with shared vision
Colours and teams matched, GG
0
All I can say is that my inventory consists of a total of 16 slots, 1 weapon slot, 1 armor slot, 4 accessory slot, 4 miscellaneous slots and 6 empty slots (no item class, anything goes) It doesn't matter what item class I try to move the only slot that works is 9 which corresponds to the first accessory slot. Of course if I try to move a weapon to that slot, nothing happens. Only an accessory will successfully move I wrote a basic trigger in that if I type -slot
where
is a number, it'll try to move the last created item to that slot number. So i've tried everything from 1-100 (my inventory only goes up to 72) and only that 9 slot works. No idea whyIt's nothing logical, it's just a bugged editor. I'm not prepared to fill the inventory with dummy items, and i'm not sure if that even works? since if I 'create' an item it'll move to one of the empty slots. And since the 'move inventory item' command doesn't work I can't force anything to go to a dummy slot
Another thing that strikes me as odd is that logically if I remove an item, then create it again, it should go into the first available slot that it fits in. For instance if I have a health kit in slot 2 and a health kit in slot 4. Then my trigger would remove health kit in slot2 and create a new one which will be in slot1, fine. And then remove the second health kit and a new one would go in slot 2, since thats the next available. But heres my findings that make me really just think WTF It'll create a new health kit in slot 1 and slot 3. I've also tried putting them in slot 1 and 3, and they'll get created in slot 2 and 4. If I have 3 health kits in lets say slot 1, 2 and 3. By this twisted logic it should make one in slot 4 and the rest get bumped elsewhere, however it'll make one in slot 2 and the others get bumped. So i've said fk it they can be random until blizzard fixes it
It's enough to make one's monacle fall out I tell you!
0
I stumbled across this thread wondering why the [insert appropriate wording] isn't this working correctly. For the past 3 hours i've been trying to get my inventory management working. But even following exactly what you've posted it does not work. After a huge amount of debugging i've determined theres absolutely nothing wrong with my numbering system.
In my map the ONLY thing I want to do is remove and re-add all items to the player hero after revive. The reason is if a hero dies, and is revived, then any stat modifiers (such as equipping an item that gives +2 damage) will not apply, until that item is moved/recreated/picked up again The only important bits are
Variable - Set ItemType = (Unit type of (Picked unit))
Variable - Set ItemSlot = (Inventory Slot of (Picked unit))
Variable - Set ItemContainer = (Inventory Container of (Picked unit))
Unit - Remove (Picked unit) from the game
Unit - Create one ItemType item in the inventory of herodead
Unit - Move inventory item (Last created inventory item) to slot ItemSlot in container ItemContainer
I don't need any external variables. The slot numbers match up, so if I have for example a basic assault rifle in slot number 2, it should note it, destroy the existing item, give the hero a new one, and then move it to 2. The last command 'move inventory item' DOES NOT WORK. I've tested it thoroughly, infact what seems to be even more strange is the only number that works with the command, is number 9. I've tried moving an item from slot 0 up to slot 100. The only number that moves the item, is number 9. Very very strange
Any help here?
0
Quick rundown: This is a 5v5 map. Each player controls one of currently 4 hero 'classes'
Scout - fast moving unit designed for harassment and capping
Assault - balanced unit for most situations, good firepower average range
Sniper - long range unit dealing large amounts of damage, but can be killed easy if caught out
Heavy - big boomer, massive damage and tons of armor, but slow moving and expensive
Classes can only use certain types of weapons/armor. A scout for instance is not able to use an assault rifle, and can only wear light armor. Though a heavy is able to use both assault or heavy weapons/armor etc... giving each their strengths and weaknesses Abilities are not currently implemented but will be shortly, and allow for much more diversity. 1 scout != another scout if spec'd differently You can further enhance your hero with items such as health kits, grenades, equipment that buffs, traps enemy units etc etc. More is being added but theres a good amount at the moment
But all of this costs money, and in order to get that money, you primarily want to be capturing and holding up to 6 outposts scattered in the map which increases your teams income. In all the games i've played it is vital to be able to hold these outposts. The middle 2 are more difficult to take early in the game but provide more income for your team
On top of this each team has an AI controlled army which spawns in waves. This army can be upgraded by spending Gas which is shared between all players on the same team. Upgrades such as stronger armor/weapons, more units in each wave or changing to different units which can only be done periodically
----------------------Before the patch this game was moving up the SEA custom ladder nicely, and I hope you guys on NA like it as well :) If anyone would like to add me or hit me up for a game my accounts are
NA: Millenium 271 SEA: Millenium 656
Cheers
0
works perfectly, I was almost worried there for a second....
0
The OP's?
0
Now that all SEA players have access to NA I want to get my map up on the NA servers, but I can't find out how? Map editor shows no region selector, only lists 1 character, and always publishes to the SEA region.
0
indeed it has and took me less than 30 minutes to implement
go into wherever you are currently assigning your team selection. In my case for the map Conquest I was using a game attribute, I have simply changed it to
*Assigns Team1*
Player Group - Pick each player in (Players on team 1) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Controller of player (Picked player)) == User
Then
Player Group - Add player (Picked player) to Team1Players
Variable - Set NumberOfPlayers[1] = (Number of players in Team1Players)
Else
*Assigns Team2*
Player Group - Pick each player in (Players on team 2) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Controller of player (Picked player)) == User
Then
Player Group - Add player (Picked player) to Team2Players
Variable - Set NumberOfPlayers[2] = (Number of players in Team2Players)
Else
*For my map this section is essential for testing, By default if you 'test' your map your player will NOT be assigned to any team, so manually assign them if no players are found on any team*
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
NumberOfPlayers[1] == 0
NumberOfPlayers[2] == 0
Then
Player Group - Add player 1 to Team1Players
Variable - Set NumberOfPlayers[1] = (Number of players in Team1Players)
Else
EDIT: Formatting????
0
@Mogranlocky: Go
yep I will be, and i'm happy to have the game cast if we can get a 5v5 going
0
will add you now Glad you're liking it. I've put quite a lot of effort into it. Infact this is my first map for SC2 so when I started I had to learn everything from scratch and implement it. It's been a hell of an exercise... but most of the bugs have been squished. There are still quite a few design ideas I want to implement. For now i'm focusing on just adding LOTS more items and chooseable abilities when u lvl up to give the classes even more variety, in that 1 scout does not necessarily equal another scout. You can customise them
Not sure what you mean about the heavy? he can equip both medium and heavy armor. Medium has only a minor speed hit, heavy is supposed to slow u down quite a bit but u can certainly still move?. Heavy armor has proven to be EXTREMELY effective in some of the games we've played :O its bad ass tanking everything, but when all your teammates and ai die around you and you're left all on your lonesome... it's gonna be a bad day haha, you can't run from anything Perhaps you were carrying multiple armors? the slowdown effect does stack with armor in your inventory, so if you were carrying multiple plate armor thats probably why you were so slow. This is to stop heavies from equipping the thick plate armor in battle, and just taking it off when they want to run.
EDIT: New version uploaded (shows as 1.11 on battle.net) - Vampirism should be fixed - Heavy armor fixed - 7 new items added
0
I've been working on this map for over a month now. It's currently up on SEA called Conquest
Basic rundown is it up to 5 players on each team who each choose one of 4 different hero classes, and an AI that controls the teams army. Scattered in the middle of the map are 6 outposts. Capturing these provides income for you and your team which is essential to purchasing better equipment, and upgrading your army.
The map is out of Alpha stages and into Beta. Meaning it's fully playable and there are very few bugs remaining, it is missing some features which I will be implementing over the next few weeks including a new hero class, more items and abilities all with greater diversity
If anyone would like to check it out it's called Conquest and currently hosted on the SEA server. Whenever my friends are on we have a few games of it. Due to the horrendous popularity system and the low population on the SEA servers its extremely difficult lifting it up the popularity chain. If anyone could help in that department i'd much appreciate it :)
Anybody is more than welcome to add me Millenium / 656 on the SEA server for a game (when i'm not working on the map of course ;) )
0
nevermind. I implemented a full set of debug messages and it turns out that yep marauders for some reason can actually kill items.... awesome... but filters sorted it out
0
Bump for the sake of my sanity and 4 weeks work
0
I'm desperately hoping someone can help me out here as this is an issue that is driving me insane. I've spent a very long time working on a map and all seems well, i've diagnosed and squashed many bugs getting it to where it is now. Yet theres 1 massive one that i'm at a loss with
Randomly throughout the game ALL items on a character will disappear at once. It's never 1 or 2 its always all of them, but not for every character at once and not with fixed circumstances. At first I though the items were being issued a move order by some triggers in my map, but i've ruled that out now The items are not 'attacked' or damaged by splash. As it doesn't happen predictably, and they can still disappear when not anywhere near enemies The only constant seems to be it happens after 10+ minutes have passed, it could be 10:01 it could be 12:15 is could be 18:23 its random. But it seems to happen quite regularly once it starts and for different players. Leading me to think that maybe its just a memory issue with SC2 itself
Has anyone encountered anything like this and could provide a solution? I've checked, double checked, 10x checked every single trigger in my map and the 1 and only thing that can remove inventory items is the revive trigger. But it's not that as you don't have to die or have anyone else die on the map for items to disappear, it just happens randomly. And if the trigger were running i'd get a notification which I don't