No, I haven't yet. I've been working on some gameplay elements for a Helms Deep map instead. I've already got a working destructible wall that units can walk across, stand, and attack on before it gets blown up instead of current maps its just some destructible rocks or supply depots.
I'm still getting the S2GAME_INTERNAL_ERROR.
I really don't know what exactly changed between my old version and my new version for my game variants.
I've even checked the MPQ data for both of my versions. There is nothing irregular.
Edit:
Its fixed. I remade the variants AND attributes again. I did it before and it didn't work but it works now... -.-*
Plus, I resaved the map as a new file. I think this is what fixed it. -.-;;
@Phrosen: Go
I just went over the general things to do to set you on the right path.
For the button in the command card for the gate unit, change the command type to Ability and leave requirements none.
Select the ability thats the same name as the gate or similar.
Select the same ability above in the list of linked objects.
On the right, in the table of values, go to Ability - Command.
Add the button you made to Execute.
Note:
The ability to close the gate, is a morph type ability. By default the ability is named after the gate it will morph into.
Create a new button object in the button tab.
Just select any button icon you like from the list.
Then go to the lowered version of the gate unit.
Go to the Command card select the button 2nd to the right on the bottom row.
You'll see an ability like the name of the gate on the list but no button.
Just add the button you created to it.
On the bottom right screen of the Data Window, with the list of linked objects to the gate.
Select the ability with the name of the gate
Then on the right go to the Ability -Commands and add the same button for execute.
You can rename the ability so its easier to remember, if you'd like to Close Gate.
With name of the gate in Editor - Prefix
By default, it isn't so straight forward.
For the trigger, just find the same ability to close the gate in the list.
Make sure its the exact same one or else it won't work.
I can't add more than one computer in the lobby.
I get S2GAME_INTERNAL_ERROR when I try to join my map through the Join a Custom Game list.
I can't select the first attribute value in the list, but I can select any other value just fine in the lobby.
Is there any solutions?
This started when the patch was released.
Uhh... Its -respawn nazgul.
Did you guys read the tip?
I made a few updates.
Increased attack damage for Faramir, Gandalf and Pippin per attack upgrade.
+5, +5, +4, respectively.
Mordor:
Health Upgrade:
+10hp to Orc Swordsman and longbow
Base Cost: 20 minerals, +5 per level.
Max level: 5
You can get it at the Encampments.
If both Mordor or both Minas Tirith players leave, you should still be able to respawn now.
The first one sets the player number/id into individual global variable that correspond with their choice. You can use an array if you want.
Event -
Map Initialization
Action -
Player Group - Pick each player in (All players) and do (Actions)
General - Switch (Actions) depending on (Minas Tirith value for player (Picked player)) (If this player chose Minas Tirith in the lobby,)
General - If (Minas Tirith)
Actions (Local variable, tells me this choice is taken)
Variable - Set MinasTirith1 = 1 (Global variable, tell me who this player is and to be referenced later)
Variable - Set Player MT1 = (Picked player) repeat for each value
The alliance triggers, since you do know who is playing and who choose what, you must check if they are playing or not before giving them the alliance setting.
Alliance Triggers: Do this for each player/value
Event -
Condition -
(Status of player Player MT1) == Playing
Actions - (Repeat and change for each player/value)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player Player MT2) == Playing
Then
Player - Make player Player MT1 and player Player MT2 treat each other as Ally With Shared Vision And Pushable
Else
If you want to give players units that correspond to what they choose, use unit groups.
Create local variables with data type "unit groups".
Since I made player 1 have Minas Tirith units, I chose that player and added all his units to a unit group and gave control over to the person who choose Minas Tirith.
Example:
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to MinasTirith1 2
Then give the player the units by doing this:
Unit Group - Pick each unit in MinasTirith1 2 and do (Actions)
Actions
Unit - Change ownership of (Picked unit) to player Player MT1 and Change Color
1.) I'm still working on the right number for them.
2.) I fixed it. I was sure I set the right setting. But I think the Editor changed it.
3.) For mordor, its fine, I believe. Minas Tirith players tend to forget about supply carts, you can get 50 minerals for killing them. Killing Tower of the Guard gives you 30 minerals each.
4.) I'm still working on it, any suggestions for it?
I added a hero for each Minas Tirith Player. The Minas Tirith units still need tweaking. Any suggestions will help.
The lobby took the longest to get working just right.
Its basically a loop that goes through each player and checks each player's value that they selected in the lobby and store it to a global variable to be referenced through out the game. But the alliance settings was tricky, because you didn't know who was playing or who the player choose to play as. So, I made an if then else for each player. Check if they are playing, then set them to ally or enemy depending on the relation of the two players.
I made quite a few updates to the map. Sadly I had to nerf Nazgul and Witch King, even though they are quite fun to play as.
Also, if you start with only one Minas Tirith player, he will gain control of the other one. If you start with only Gandalf OR Faramir, then they will gain ownership of both Minas Tirith players. Gandalf has priority over Faramir; its just the way I ordered it.
By: brutetal
Based off SC:BW version. The layout of the city is modified because of the size and game play aspects. The map is based more on the movie than the book.
Select whoever you'd like to play as in the Lobby from the drop down list. First come first serve.
There is an empty slot to switch with other players, you'll get an unselected choice if you start with the empty slot. Playable on Bnet US Region.
SPECIFICATIONS
Players
10 Players max Map Tileset
Bel'Shir Map Size
256x256
DETAILS
2 Minas Tirith players
3 Heros for Human's side
3 Heros for Mordor's side
2 Mordor players
1 hour and 10 minutes until Aragorn arrives
55 minutes until The Rohirrim arrives
Minas Tirith
Defend the city at all cost.
Mordor
Limit to 3 Siege Towers and 2 Gronds per player
Protect the Siege Towers as they make their way to the outer wall.
Protect Grond as it makes its way to the Great Gates
Destroying the barracks is optional but recommended. Witch King & Nazguls
Limit on respawns.
Use the Encampment at the port to purchase units.
Abilities:
Screech: slows down enemy units for 10 seconds.
Mount: Change between an air unit or ground units
SCREENSHOTS
Mass Attack unit with Mass Attack ability
Osgiliath Encampment with Training and a weapons upgrade ability
The White Tree of Gondor and the Citadel
Great Gates of Minas Tirith
The Citadel
PROGRESS
IDEAS (98%)
TERRAIN (100%)
UNIT PLACEMENT(100%)
TRIGGERS (97%)
UPDATES
8/30/10
1.22 Fixed a few loops in triggers that outputs the wrong units
1.23 Several unit balance changes. Added armor upgrade for Mordor and Nazguls
1.24 Minor fixes and balance issues
1.25 Its public on the game list in the US region and fixed Heal and Oilphant abilities
9/1/10
1.26 - 1.38 Major fix on trigger that gives players units at start
Decreased Nazgul and Witch King health by 500
Decreased Nazgul and Witch King damage to 65 and 70
Decreaed Nazgul and Witch King Fell Beast damage to 45
Decreased Nazgul Screech duration to 8 and range to 8
Increased Faramir health by 500
Removed player and ally flags from trebuchets and catapults
Increased The Rohirrim initial spawn by 5
Decreased Lightning damage
Stopped Masser unit from using Siege Tower
Encampments have Photon Cannon weapon, not usable while building/upgrading
Grond can only attack gates now
Limited the spawn for Rohirrim, Haradrim, and the Dead Men
9/3/10
1.39-1.58
Added Prince Imrahil and Lord Denethor to Minas Tirith players.
Added 250 to Nazgul and Witch King health
Fixed Alliance and give units triggers
Added a respawn command when your hero dies type "-RESPAWN HERO" or "-RESPAWN NAZGUL"
(Wait a minute for them to respawn, 3 respawns max)
Minors tweaks and balance issues
9/4/10
1.59 & 1.60
Added Tower of the Guard, pylons, for quicker access to heal heros. But do not heal as much as House of Healing.
Changed Pippin's damage to 30 and +3 light.
Increased Orc Swordsman attack speed to 0.6
Ensure that the Haradrim spawn is limited
1.61-1.73
Minor unit balances
Changed Psionic Storm damage
Placed additional fail safe so players don't get the wrong units
1.74-1.79
Added text command to open and close gates
Lowered Rohirrim spawn limit
Cost 50 minerals from Minas Tirith or Mordor players to respawn
Few more balance changes
1.80-1.06
Added a basic attack script for both Mordor players under control of Computers.
Difficulty does not matter right now. Its still beta, use with caution.
Increased attack damage for Faramir, Gandalf and Pippin per attack upgrade.
+5, +5, +4, respectively
Mordor:
Health Upgrade
+10hp to Orc Swordsman and longbow
Base Cost: 20 minerals, +5 per level.
Max level: 5
You can get it at the Encampments.
If both Mordor or both Minas Tirith players leave, you should still be able to respawn now.
->2.22
Fixed Game Variants. Map can be played publicly again.
Added a dialog for heros to respawn now, instead by text when dead.
Added 5 basic levels to Pippin, Gandalf, Nazguls and Witch King.
Pippin can switch weapons at level 2.
Reduced the limit of units for both Mordor players.
Reduced the limit of units for both computer controlled Mordor players.
Improved the computer scripts for both Mordor players. (Still beta)
Upgrades for weapon, armor and health are now connected to either Witch King or the other Mordor player, if one or both Mordor players are under computer control. Limit to 4 levels each.
-> 2.25
Added 3 levels to psi storm abilities, 5 levels to hero's aid, 5 levels to Nazgul screech.
Added a gate control dialog for defenders.
"Toggle Selected Gate" remembers the last selected gate per player, the gate does not have to be reselected if it is the same gate.
-> 2.28
Fixed heal to fully heal heroes completely.
Fixed ai script(still beta)
Increased the amount of money players get.
Changed Health upgrade to increase the health of spawned trolls.
-> 2.35
Added buttons and description for each level of abilities for heroes.
Fixed a few minor bugs.
->2.39
New abilities:
Standing Ground
+10 armor when holding position
Duration: 7 seconds
Denethor, Imhrail, Faramir, Pippin
Rage
Increase movement and attack speed of self and allied units.
+2 movement speed, 35%+ attack speed, Duration: 7 seconds.
Trolls, that are purchased through Encampment and not spawned, Orc Commander
->
Added 3 levels to Standing Ground, Shockwave and Focused Blast
Updated AI Script, still in beta.
Few unit stats change http://www.staredit.net/topic/10899/
0
@Lewis13101: Go
No, I haven't yet. I've been working on some gameplay elements for a Helms Deep map instead. I've already got a working destructible wall that units can walk across, stand, and attack on before it gets blown up instead of current maps its just some destructible rocks or supply depots.
0
I fixed the Game Variant problem caused by the 1.1.0 patch. The map can be played publicly again. I made several changes and additions to the map.
0
@Yaos01: Go
Wait... never mind, it worked for upgrades.
0
I'm still getting the S2GAME_INTERNAL_ERROR. I really don't know what exactly changed between my old version and my new version for my game variants. I've even checked the MPQ data for both of my versions. There is nothing irregular.
Edit: Its fixed. I remade the variants AND attributes again. I did it before and it didn't work but it works now... -.-* Plus, I resaved the map as a new file. I think this is what fixed it. -.-;;
0
@Phrosen: Go I just went over the general things to do to set you on the right path.
For the button in the command card for the gate unit, change the command type to Ability and leave requirements none. Select the ability thats the same name as the gate or similar.
Select the same ability above in the list of linked objects. On the right, in the table of values, go to Ability - Command. Add the button you made to Execute.
Note: The ability to close the gate, is a morph type ability. By default the ability is named after the gate it will morph into.
0
@Phrosen: Go
Create a new button object in the button tab.
Just select any button icon you like from the list.
Then go to the lowered version of the gate unit.
Go to the Command card select the button 2nd to the right on the bottom row.
You'll see an ability like the name of the gate on the list but no button.
Just add the button you created to it.
On the bottom right screen of the Data Window, with the list of linked objects to the gate.
Select the ability with the name of the gate
Then on the right go to the Ability -Commands and add the same button for execute.
You can rename the ability so its easier to remember, if you'd like to Close Gate.
With name of the gate in Editor - Prefix
By default, it isn't so straight forward.
For the trigger, just find the same ability to close the gate in the list.
Make sure its the exact same one or else it won't work.
0
@Phrosen: Go
Just do the same thing that Araxnid did. You need to make a button for the close ability and then add it to the close ability.
Its how I got my gates to work.
0
@SouLCarveRR: Go
I recreated my game variant. I can select the first value now. That's one thing fixed. But I still get the first two errors.
0
I can't add more than one computer in the lobby.
I get S2GAME_INTERNAL_ERROR when I try to join my map through the Join a Custom Game list.
I can't select the first attribute value in the list, but I can select any other value just fine in the lobby.
Is there any solutions?
This started when the patch was released.
0
@Rashasi: Go
Uhh... Its -respawn nazgul.
Did you guys read the tip?
I made a few updates.
Increased attack damage for Faramir, Gandalf and Pippin per attack upgrade.
+5, +5, +4, respectively.
Mordor:
Health Upgrade:
+10hp to Orc Swordsman and longbow
Base Cost: 20 minerals, +5 per level.
Max level: 5
You can get it at the Encampments.
If both Mordor or both Minas Tirith players leave, you should still be able to respawn now.
0
Only for the Nazgul Screech, thats it. I don't want to load the map with a lot of custom sounds.
0
The first one sets the player number/id into individual global variable that correspond with their choice. You can use an array if you want.
Event -
Map Initialization
Action -
Player Group - Pick each player in (All players) and do (Actions)
General - Switch (Actions) depending on (Minas Tirith value for player (Picked player))
(If this player chose Minas Tirith in the lobby,)
General - If (Minas Tirith)
Actions
(Local variable, tells me this choice is taken)
Variable - Set MinasTirith1 = 1
(Global variable, tell me who this player is and to be referenced later)
Variable - Set Player MT1 = (Picked player)
repeat for each value
The alliance triggers, since you do know who is playing and who choose what, you must check if they are playing or not before giving them the alliance setting.
Alliance Triggers:
Do this for each player/value
Event -
Condition -
(Status of player Player MT1) == Playing
Actions -
(Repeat and change for each player/value)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player Player MT2) == Playing
Then
Player - Make player Player MT1 and player Player MT2 treat each other as Ally With Shared Vision And Pushable
Else
If you want to give players units that correspond to what they choose, use unit groups.
Create local variables with data type "unit groups".
Since I made player 1 have Minas Tirith units, I chose that player and added all his units to a unit group and gave control over to the person who choose Minas Tirith.
Example:
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to MinasTirith1 2
Then give the player the units by doing this:
Unit Group - Pick each unit in MinasTirith1 2 and do (Actions)
Actions
Unit - Change ownership of (Picked unit) to player Player MT1 and Change Color
1.) I'm still working on the right number for them.
2.) I fixed it. I was sure I set the right setting. But I think the Editor changed it.
3.) For mordor, its fine, I believe. Minas Tirith players tend to forget about supply carts, you can get 50 minerals for killing them. Killing Tower of the Guard gives you 30 minerals each.
4.) I'm still working on it, any suggestions for it?
5.) I fixed it.
0
I added a hero for each Minas Tirith Player. The Minas Tirith units still need tweaking. Any suggestions will help.
The lobby took the longest to get working just right. Its basically a loop that goes through each player and checks each player's value that they selected in the lobby and store it to a global variable to be referenced through out the game. But the alliance settings was tricky, because you didn't know who was playing or who the player choose to play as. So, I made an if then else for each player. Check if they are playing, then set them to ally or enemy depending on the relation of the two players.
0
I made quite a few updates to the map. Sadly I had to nerf Nazgul and Witch King, even though they are quite fun to play as. Also, if you start with only one Minas Tirith player, he will gain control of the other one. If you start with only Gandalf OR Faramir, then they will gain ownership of both Minas Tirith players. Gandalf has priority over Faramir; its just the way I ordered it.
0
LOTR - Minas Tirith v2.55
By: brutetal
Based off SC:BW version. The layout of the city is modified because of the size and game play aspects. The map is based more on the movie than the book. Select whoever you'd like to play as in the Lobby from the drop down list. First come first serve. There is an empty slot to switch with other players, you'll get an unselected choice if you start with the empty slot. Playable on Bnet US Region.
SPECIFICATIONS
Players
10 Players max
Map Tileset
Bel'Shir
Map Size
256x256
DETAILS
2 Minas Tirith players
3 Heros for Human's side
3 Heros for Mordor's side
2 Mordor players
1 hour and 10 minutes until Aragorn arrives
55 minutes until The Rohirrim arrives
Minas Tirith
Defend the city at all cost.
Mordor
Limit to 3 Siege Towers and 2 Gronds per player
Protect the Siege Towers as they make their way to the outer wall.
Protect Grond as it makes its way to the Great Gates
Destroying the barracks is optional but recommended.
Witch King & Nazguls
Limit on respawns.
Use the Encampment at the port to purchase units.
Abilities:
SCREENSHOTS
Mass Attack unit with Mass Attack ability
Osgiliath Encampment with Training and a weapons upgrade ability
The White Tree of Gondor and the Citadel
Great Gates of Minas Tirith
The Citadel
PROGRESS
IDEAS (98%)
TERRAIN (100%)
UNIT PLACEMENT(100%)
TRIGGERS (97%)
UPDATES
8/30/10
1.22 Fixed a few loops in triggers that outputs the wrong units
1.23 Several unit balance changes. Added armor upgrade for Mordor and Nazguls
1.24 Minor fixes and balance issues
1.25 Its public on the game list in the US region and fixed Heal and Oilphant abilities
9/1/10 1.26 - 1.38 Major fix on trigger that gives players units at start
Decreased Nazgul and Witch King health by 500
Decreased Nazgul and Witch King damage to 65 and 70
Decreaed Nazgul and Witch King Fell Beast damage to 45
Decreased Nazgul Screech duration to 8 and range to 8
Increased Faramir health by 500
Removed player and ally flags from trebuchets and catapults
Increased The Rohirrim initial spawn by 5
Decreased Lightning damage
Stopped Masser unit from using Siege Tower
Encampments have Photon Cannon weapon, not usable while building/upgrading
Grond can only attack gates now
Limited the spawn for Rohirrim, Haradrim, and the Dead Men
9/3/10
1.39-1.58
Added Prince Imrahil and Lord Denethor to Minas Tirith players.
Added 250 to Nazgul and Witch King health
Fixed Alliance and give units triggers
Added a respawn command when your hero dies type "-RESPAWN HERO" or "-RESPAWN NAZGUL"
(Wait a minute for them to respawn, 3 respawns max)
Minors tweaks and balance issues
9/4/10
1.59 & 1.60
Added Tower of the Guard, pylons, for quicker access to heal heros. But do not heal as much as House of Healing.
Changed Pippin's damage to 30 and +3 light.
Increased Orc Swordsman attack speed to 0.6
Ensure that the Haradrim spawn is limited
1.61-1.73
Minor unit balances
Changed Psionic Storm damage
Placed additional fail safe so players don't get the wrong units
1.74-1.79
Added text command to open and close gates
Lowered Rohirrim spawn limit
Cost 50 minerals from Minas Tirith or Mordor players to respawn
Few more balance changes
1.80-1.06
Added a basic attack script for both Mordor players under control of Computers. Difficulty does not matter right now. Its still beta, use with caution. Increased attack damage for Faramir, Gandalf and Pippin per attack upgrade.
+5, +5, +4, respectively
Mordor:
Health Upgrade
+10hp to Orc Swordsman and longbow
Base Cost: 20 minerals, +5 per level.
Max level: 5
You can get it at the Encampments.
If both Mordor or both Minas Tirith players leave, you should still be able to respawn now.
->2.22
Fixed Game Variants. Map can be played publicly again.
Added a dialog for heros to respawn now, instead by text when dead.
Added 5 basic levels to Pippin, Gandalf, Nazguls and Witch King.
Pippin can switch weapons at level 2.
Reduced the limit of units for both Mordor players.
Reduced the limit of units for both computer controlled Mordor players.
Improved the computer scripts for both Mordor players. (Still beta)
Upgrades for weapon, armor and health are now connected to either Witch King or the other Mordor player, if one or both Mordor players are under computer control. Limit to 4 levels each.
-> 2.25
Added 3 levels to psi storm abilities, 5 levels to hero's aid, 5 levels to Nazgul screech.
Added a gate control dialog for defenders.
"Toggle Selected Gate" remembers the last selected gate per player, the gate does not have to be reselected if it is the same gate.
-> 2.28
Fixed heal to fully heal heroes completely.
Fixed ai script(still beta)
Increased the amount of money players get.
Changed Health upgrade to increase the health of spawned trolls.
-> 2.35
Added buttons and description for each level of abilities for heroes.
Fixed a few minor bugs.
->2.39
New abilities:
Standing Ground
+10 armor when holding position
Duration: 7 seconds
Denethor, Imhrail, Faramir, Pippin
Shockwave
Push enemies away
+8 damage
Denethor, Imhrail, Faramir, Pippin
Focused Blast
Push surrounding enemies away
+10 damage, +5 for level 2
Gandalf
Rage
Increase movement and attack speed of self and allied units.
+2 movement speed, 35%+ attack speed, Duration: 7 seconds.
Trolls, that are purchased through Encampment and not spawned, Orc Commander
->
Added 3 levels to Standing Ground, Shockwave and Focused Blast
Updated AI Script, still in beta.
Few unit stats change
http://www.staredit.net/topic/10899/