Got a couple additional questions. After reading that sprite engine.
It says you can only have 128 active sprites at a time. If a unit dies does it remove the sprite or do i have to specifically program it. Also are there any limitations to pixel size for the Sprite?
To be honest, I really don't know about that. Just saw the engine before.
I found that using the search, but he seems to be programming them with a WASD movement in mind. I will have to read it more in depth I guess because i only skimmed it earlier. (At work atm)
The WASD controls on the demo is just for show. It's not required.
Basically, in the current version if you use 'Event - Chat Message' to catch every message a player types to resend it or something (i.e. custom chat frame)
if the player whispers to another player or channel using the chat bar in-game instead of an actual window in-game then the game would catch said message (it shouldn't have)
Tested some with chat messages and using the chat bar instead of the chat window in game and the event for chat messages doesn't catch those anymore like it use to do. Thank god that bug is fixed.
That's because starcraft can run at 5 game speeds: slower, slow, normal, fast, and faster. In the editor, maps run in "normal". In battle net, you can choose your speed, but the default is faster. This means about 1.5 seconds pass in the game for every 1 second of real-world time.
Does this also include things done in data or do they still run in real time?
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@Doubleclick123: Go
Works for me. Try it again.
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Here is a small but very useful template for making Arcade Icons using Photoshop or Gimp.
It provides the arcade overlay. Have fun.
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To be honest, I really don't know about that. Just saw the engine before.
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The WASD controls on the demo is just for show. It's not required.
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See http://www.sc2mapster.com/assets/sprite-engine/
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Basically, in the current version if you use 'Event - Chat Message' to catch every message a player types to resend it or something (i.e. custom chat frame) if the player whispers to another player or channel using the chat bar in-game instead of an actual window in-game then the game would catch said message (it shouldn't have)
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Tested some with chat messages and using the chat bar instead of the chat window in game and the event for chat messages doesn't catch those anymore like it use to do. Thank god that bug is fixed.
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I would like to see this map.
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Maybe one of the player state locations was in a place that was considered invalid by the game and when that player was filled it would cause a crash.
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So basically if I want a spell to last 5 secs real time then I should run my map on normal.
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Does this also include things done in data or do they still run in real time?
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It really doesn't do anything other then place the NYI tag by your triggers and functions.
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Just use the photoshop plugin for dds
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I would love to have it. I'm a big DOTA/MOBA fan. I play it all the time.
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Very nice.