i hope it wont be so slowish like current version :/ start by reducing time between waves
good point... what do you think about the possibility to press ESC to skip the waiting time (if noone needs it for healing, energy regeneration and cooldowns)
hi, maybe you remember The Last Stand from February. it´s still on page 2 and since the release i´v been working on a big upgrade. i will fnish my work today or tomorrow and i want to ask if there a people interested to do a short closed Beta test. I need maybe 6 people to cover all the heros and play some games, let´s say 4-5 and post me bugs and balancing issues and i can publish the map as soon as posible. If you are interested, post here or write me a PM.
The main features:
- 2 more heros
- hero level is increased to 13
- 15 more waves for lvl 10 heros
- achievements to play this map again and again :)
- the first 4 waves are skipable
do you know starwing or starfox or lylat wars (i´m not quite sure what the name is , there are 3 games for the 3 platforms) for SNES, N64, and Gamecube?
this is a nice game, i was thinking this would be nice if someone creates that for sc2. i doubt that you can have endless 3 dimensions in sc2. but this game is like lost viking (sc2 campaign) in 3D. so you can move up, down, left right until you touch the border of the screen. fly around and have to shoot everything that moves :)
ok, i optimized my triggers and voila i saves 4 MB uncompressed space :-D
lesson to learn: keep your triggers clean from the beginning, you never know how much you will need later.
can someone explain me how parameters work? i jsut watched the array and loop tutorial, so i know now what a for loop is ;), well i already used arrays of course...
i could reduce my code by 200 actions in 1 trigger i just realized i did that really stupid.
with the map init i disable all the hero abilities for all 3 players.
local variable (integer) = "player index"
set player index = 1
disable ability x for player "player index"
disable ... (about 80 abilities)
set player index = 2
disable ability x for player "player index"
disable ...
what do you think is the better: an action "pick up player and disable ability for picked player" or an action defintion with parameters (which i don´t know how to use atm)
Technically speaking, yes. There is a 2MB script limit, and each trigger will use about 4 bytes of that. That leaves you with more triggers than you could ever have a use for. (Yes, over 9000.)
well a lot of the actions are spawn units actions. but i donßt spawn just the same unit all the time, so i spawn every unit (or group not more than 8 units) with its own action. do you think i can save space when i use a periodic event and vary it with numbers a trigger is executed? you seem to be pretty versatile with the trigger editor, how would you do 35 different waves with variation within each wave.
Example: Banelings wave: first 8 zergs, 4 banelings, then again, then again, then agsain, then 15 zergs 8 banelings, again, 20 banelings.
thats how all my waves look like...
EDIT: create unit actions are only 500. 2800 set variables, 500 disallow abilities... oh i see, whats really using a lot space is my hero equipment dialog. 3 players, 6 heros, 20 items (= buttons) each.... damn
is it better to use no arrays and use variables for each array? is it better to use local variables instead of global?
why do you know so much about the trigger editor?
hm ok thanks for your answers... i hope the tutorial sections here has some good tutorials about triggers. because right now i only use "if, then, else", periodic trigger, "turn of trigger", "run trigger" for linking stuff...
do you think patch 1.3 will help me?
EDIT: i attached the screenshot of my overview manager, can you comment that?
what is a for loop? do you mean a periodic event or a if, then , else action?
well i have 35 waves, each wave has it´s on trigger which is startet with "run-trigger" from the "wave controling trigger". and each wave has it´s own action definition to reate a boss bar indicating the wave. is that bad? shall i create 1 action definition? how do parameters work?
!!! F***************CK !!!
jesus, i can´t continue to work on my map :( i read something about 2 MB is the limit.
do you know that triggers become smaller? any tricks? i need a lot more than 2 MB :(
EDIT: what do you mean with loops?
do you mean periodic events? do i need more space for lets say i want to spawn zerglings every 5 seconds, but only for 1 minute. is it better to have a periodic trigger which i turn on and of with another trigger? or is it better to have one trigger with spawn zerglings ... wait 5 seconds... spawn zerglings... wait 5 seconds?
0
@Tekaichi: Go
yes that would be great, is it possible for you to play some rounds tomorrow evening?
0
good point... what do you think about the possibility to press ESC to skip the waiting time (if noone needs it for healing, energy regeneration and cooldowns)
0
@DuckyTheDuck: Go
hey, thanks for your help. hm... is it possible for you to play tomorrow evening? (Friday)
0
hi, maybe you remember The Last Stand from February. it´s still on page 2 and since the release i´v been working on a big upgrade. i will fnish my work today or tomorrow and i want to ask if there a people interested to do a short closed Beta test. I need maybe 6 people to cover all the heros and play some games, let´s say 4-5 and post me bugs and balancing issues and i can publish the map as soon as posible. If you are interested, post here or write me a PM.
The main features: - 2 more heros - hero level is increased to 13 - 15 more waves for lvl 10 heros - achievements to play this map again and again :) - the first 4 waves are skipable
EDIT: European server
0
do you know starwing or starfox or lylat wars (i´m not quite sure what the name is , there are 3 games for the 3 platforms) for SNES, N64, and Gamecube?
this is a nice game, i was thinking this would be nice if someone creates that for sc2. i doubt that you can have endless 3 dimensions in sc2. but this game is like lost viking (sc2 campaign) in 3D. so you can move up, down, left right until you touch the border of the screen. fly around and have to shoot everything that moves :)
man i loved that game...
0
ok, i optimized my triggers and voila i saves 4 MB uncompressed space :-D lesson to learn: keep your triggers clean from the beginning, you never know how much you will need later.
0
true... but which one ;)
0
can someone explain me how parameters work? i jsut watched the array and loop tutorial, so i know now what a for loop is ;), well i already used arrays of course...
i could reduce my code by 200 actions in 1 trigger i just realized i did that really stupid.
with the map init i disable all the hero abilities for all 3 players.
local variable (integer) = "player index"
set player index = 1
disable ability x for player "player index"
disable ... (about 80 abilities)
set player index = 2
disable ability x for player "player index"
disable ...
what do you think is the better: an action "pick up player and disable ability for picked player" or an action defintion with parameters (which i don´t know how to use atm)
0
sorry, i reached the limit and i need more :-D
0
@b0ne123: Go
well a lot of the actions are spawn units actions. but i donßt spawn just the same unit all the time, so i spawn every unit (or group not more than 8 units) with its own action. do you think i can save space when i use a periodic event and vary it with numbers a trigger is executed? you seem to be pretty versatile with the trigger editor, how would you do 35 different waves with variation within each wave.
Example: Banelings wave: first 8 zergs, 4 banelings, then again, then again, then agsain, then 15 zergs 8 banelings, again, 20 banelings.
thats how all my waves look like...
EDIT: create unit actions are only 500. 2800 set variables, 500 disallow abilities... oh i see, whats really using a lot space is my hero equipment dialog. 3 players, 6 heros, 20 items (= buttons) each.... damn
0
@TheAlmaity: Go
prais the trigger editor gods !!!
0
is it better to use no arrays and use variables for each array? is it better to use local variables instead of global? why do you know so much about the trigger editor?
0
hm ok thanks for your answers... i hope the tutorial sections here has some good tutorials about triggers. because right now i only use "if, then, else", periodic trigger, "turn of trigger", "run trigger" for linking stuff...
do you think patch 1.3 will help me?
EDIT: i attached the screenshot of my overview manager, can you comment that?
0
what is a for loop? do you mean a periodic event or a if, then , else action? well i have 35 waves, each wave has it´s on trigger which is startet with "run-trigger" from the "wave controling trigger". and each wave has it´s own action definition to reate a boss bar indicating the wave. is that bad? shall i create 1 action definition? how do parameters work?
0
!!! F***************CK !!! jesus, i can´t continue to work on my map :( i read something about 2 MB is the limit. do you know that triggers become smaller? any tricks? i need a lot more than 2 MB :(
EDIT: what do you mean with loops?
do you mean periodic events? do i need more space for lets say i want to spawn zerglings every 5 seconds, but only for 1 minute. is it better to have a periodic trigger which i turn on and of with another trigger? or is it better to have one trigger with spawn zerglings ... wait 5 seconds... spawn zerglings... wait 5 seconds?