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    posted a message on [Picture] Anyday on SC2Mapster

    @Helral: Go

    which fight?

    Posted in: Off-Topic
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    posted a message on Theory Scripting FPS Engine[Open Source]

    @SouLCarveRR: Go

    Just 2 trigger element in that map:

    • a script file
    • game init trigger

    It is easier then u think.

    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]

    @SouLCarveRR: Go

    About Event:

    TriggerAddEventTimeElapsed(wasd_triggers [lv_player][0], 3, c_timeReal);

    • TriggerAddEventTimeElapsed is the Event
    • wasd_triggers [lv_player][0] is the group of actions
    • 3, c_timeReal is the parameter for the Event

    Dafrankers example has an event in it, u just didn't see it. http://wiki.sc2mapster.com/galaxy/triggers/events/time-elapsed/

    Posted in: Galaxy Scripting
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    posted a message on [Picture] Anyday on SC2Mapster

    test

    http://static.sc2mapster.com/content/attachments/12/796/test.png

    Posted in: Off-Topic
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    posted a message on TPS project

    @Reaper872: Go

    read more trigger tutorials? and just open a engine and findout what it does? there are maybe 3 public engines on this site.

    @zeldarules28: Go

    search for traceline or open an existing TPS engine?

    http://www.sc2mapster.com/search/?search=TPS

    Posted in: Project Workplace
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    posted a message on script language

    @MotiveMe: Go

    Well I think the SC2 code validator is a bitch.

    Return will work if u only return a variable. But u want to return a operation.

    Work arround(don't know if it works)

    int res;
    res = aMask & bMask;
    return res; //result type should be a boolean
    
    Posted in: Galaxy Scripting
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    posted a message on [POOL][Graph] Map's Quality vs. Popularity

    I think the problem is u can't push a map now.

    Old SC2 system:

    Say u have an amazing 12 player map. U just start a game for 5min realtime, and redo it over and over. After 10 hours u have 100 games. If your map was good, it will stay there until next reset.

    Buged SC2 system:

    the reset limit was 18 hours. Just play 3 time with 12 players for 30min and u need to push it again. There is no sense to push it, but your map will still be played. Unknown map has more chance to be known.

    New SC2 system:

    No possibility to push a game. U have to make a game that is good for any numbers of players.

    The single player part is for the beginning, for explorers. The multiplayer part will prevent that game being boring again.

    Posted in: General Chat
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    posted a message on script language
    Quote from MotiveMe: Go

    "aMask bMask != 0" would be a valid boolean expression.

    U want galaxy automatic cast a integer to a boolean? How typesafe is that XXXX?

    Posted in: Galaxy Scripting
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    posted a message on TPS project

    Search "TPS" in forum.

    Posted in: Project Workplace
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    posted a message on Theory Scripting FPS Engine[Open Source]

    I think our friend need only a galaxy script to create 14x10 triggers for each move.

    include "TriggerLibs/NativeLib"
    
    trigger [16][10] wasd_triggers;
    int [16][10] wasd_stats;
    
    
    
    bool WASD_w(bool testConds, bool runActions) {
        if(!runActions) { return false; }
        UIDisplayMessage(PlayerGroupAll(),c_messageAreaDebug,StringToText("W"));
        return true;
    }
    
    void WASD_InitTriggers () {
        playergroup lv_pg_active = PlayerGroupActive();
        int lv_p = 1;
        int lv_player ;
        while ( lv_p <= PlayerGroupCount(lv_pg_active)){
            lv_player = PlayerGroupPlayer(lv_pg_active, lv_p);
            wasd_triggers [lv_player][0]= TriggerCreate("WASD_w");
            TriggerAddEventTimeElapsed(wasd_triggers [lv_player][0], 3, c_timeReal);
            lv_p+=1;
        }
    
    }
    

    I would not edit the origial global Init Trigger function. I would go to the GUI game init function, and use the action

            General - Custom Script: WASD_InitTriggers();
    

    Because that Void InitTrigger() is from system, u always want to seperate it.

    If u really like the idea of opensource. try write at least 20% of your text as comments.

    In my code there is a loop:

    For each Player p in PlayerGroup ActivePlayer. If u don't see it, write it as a comment

    Style

    • lv_ = localvariable prefix
    • variable decleration always at the beginning. ( pain for a python/ruby programmer)
    Posted in: Galaxy Scripting
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    posted a message on Theory Scripting FPS Engine[Open Source]
    Quote from Vermore: Go

    Instead of jumping straight into galaxy to code, I suggest you learn programming in general first. For example, learning to program first in Java and Cplusplus will help you immensely when creating more complicated maps.

    How do u know, he don't have programming experience?

    http://static.curseforge.net/thumbman/avatars/6/482/160x159/ForumAvatar.PNG.-m0.png

    I like this picture. Right anwser for a lot of questions :D

    Posted in: Galaxy Scripting
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    posted a message on script language

    @MotiveMe: Go

    use && pls. bitwise and is not and

    Posted in: Galaxy Scripting
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    posted a message on [Picture] Anyday on SC2Mapster

    where am I? :D

    Posted in: Off-Topic
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    posted a message on Coming Patch 1.21 PTR

    StarCraft II: Wings of Liberty patch 1.2.1 is currently in development and now available for testing on the PTR. This minor patch contains several bug fixes as well as a sneak preview of new ladder maps. By participating in the PTR, you'll be among the first to test out the latest changes and help us ensure that when the patch is released it's of the highest quality possible.

    To participate in the public test you must have a full North America product license. Further details on how to access the PTR can be found in the FAQ. Once you've had the chance to try things out, be sure to visit the Public Test forum to discuss the patch.

    StarCraft II PTR Patch 1.2.1 Notes

    General

    • A special sneak peek at new ladder maps is now available!
    • Matchmaking has been updated to better match players queuing with pre-made teams in 2v2, 3v3, and 4v4 brackets.

    Bug Fixes

    General

    • Fixed an issue where the title of a conversation window was scaling rather than truncating.
    • Fixed an issue where the Match History score screen was displaying "Null" for the map info for all games played before Patch 1.2.
    • Fixed an issue that would sometimes cause players to be improperly disconnected from a game.
    • (Mac) Fixed an issue that would cause the Control key to become stuck when holding Control and minimizing the game window, then going back to the game window and attempting to use Control+1 to create a control group.

    Maps

    • Fixed an issue with foliage that would die and become visible through the fog of war when a player spawned as zerg.

    StarCraft II Editor

    • Fixed an issue where copied-and-pasted units were not set to the correct height in-game.
    • Fixed an issue where the table view scroll-bar position was reset when switching objects.
    • Fixed an issue where secondary sort priorities were not working properly. Model name is now the secondary sort so that models are listed in alphabetical order after being sorted by the mod they are contained in.

    As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. We'll provide information regarding extended downtimes, should they occur, in the Public Test forum.

    Posted in: General Chat
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    posted a message on Theory Scripting FPS Engine[Open Source]

    Why dont u create a trigger with GUI and use the ctrl + F11 to view it.

    • Your NewTrig_Func has no parameter. maybe not important
    • your createTrigger function call should be in another function ( init bla) And u shoult call that init function in global init function.
    • The script validator of SC2 is a bitch.
    Posted in: Galaxy Scripting
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