I have a feeling that's not possible in the editor though. What kinds of things can the editor do with terrain that would have the same... complexity? Is there a way I can simulate multiple floors somehow, or maybe some way I can pack a lot of up and down staircases and walls into a tight area? Or maybe some other way I can make complex terrain?
Ideas, anyone?
Also, if anyone knows examples of some really good building layouts, please post them!
Hey everyone, I'm looking to create a map where you hold out against zombies and complete quests (similar to Resident Evil: Raccoon City from SC1, Afterlife from WC3, and UA3 from SC2).
We have all the necessary tools and people, except for a terrain designer. We have extremely loose requirements, we only ask that it be a college campus. We don't need anything big, even a 96x96 is good enough for us to get started.
Anyone willing to help out? Massive beginning-credits to anyone who joins in!
Im not entirely sure, but I think if you test to see if a unit is in a certain region, and it's dead, its corpse might still be there. Make sure you're checking if there's any alive units in the region, that will exclude corpses.
Hey guys! I'm about to implement an aim ability, and I was wondering what you guys thought the best approach was.
I'm more of a trigger person, and I think I can accomplish this with triggers, but usually if something can be done in the data editor, it should (because it just seems more... clean and native), so here I am, asking if it can be done with data.
My unit will have an "aim" ability:
1. He clicks on the "aim" button, which will be in the command card. At this point, his weapon is disabled so he doesn't automatically attack enemies who are near.
2. He clicks on the unit he's aiming at.
3. His vision immediately is reduced a bit, to represent him focusing and not being alert to anything else.
4. The longer he waits, the more his vision is reduced, slowly. The enemy will always have a tiny circle of vision around him, so we can see it even if the range is reduced to what would normally not reveal him.
5. When he hits the "aim" button again, his gun will shoot the enemy, causing regular damage plus a lot extra. The longer he waited while aiming, the more damage it does. His vision goes back to normal.
Anyone have any idea how to do any of this in data?
Galaxy++ keeps giving me errors. How do I import them manually? I'm seeing mixed answers on the internet, and none that are recent. What's the most modern way to do it?
Dude, I would love to hear the answer too, I just had to deal with this problem too. There's only an event which is like "Any unit gets into the radius of (specific unit)" and you have to specify the unit, but if it doesn't exist yet, you're out of luck. Dynamically creating the trigger doesnt work either.
Hi everyone, I've searched far and wide and I've seen everybody talking about libraries being used to modularize the logic in maps. So I got all excited, and started writing a bunch of galaxy functions in a .txt file and then I got stuck.
How do I put my galaxy script into my game?
I tried renaming it with a .SC2Lib extension and then importing it, but that didn't work. It turns out, .SC2Lib files are XML. That would explain things.
I also heard someone say that libraries are "easier to work with" but when I look at the generated XML, it's not very organized. It's all one big list of things referenced by IDs, I daresay that's impossible to work with.
We're making some really good progress, except for the areas of data editing; I'm busy with the triggers and scripting, and everyone else on my team is too daunted to touch some of these areas. Here are some of the things we're hoping to figure out:
- Units have inventory
- Some items are equippable as weapons (so you could switch between a handgun and a shotgun, for example)
- Some items give boosts to stats (we'll have stats like strength, courage, dexterity, etc.)
- Some items, while equipped at the same time, give bonuses (a red cape and a spear makes you better at melee)
- Aim ability, where the longer you focus on a target, the more chance you have of a critical hit
- Zombies catching on fire and igniting nearby zombies
- Zombies becoming drunk (they find some alcohol item on the ground, they drink it, and start attacking nearby zombies. if a zombie eats a drunk zombie corpse, he becomes almost as drunk, making an interesting chain reaction)
AFAIK, most of these are doable in the data editor with effects and behaviors and stuff.
So, my team and I are working on a zombie invasion map (it's pretty cool so far, ask me and I'll show it to you!) and we find ourselves in need of a data person.
All that that means is that you would search the internet and these forums to try to figure out how to do something, and if nothing is here, then post on these forums to ask how to do it. Once you've more or less figured it out, we'll have you implement it in our map. We offer gratuitous credit =)
So, really, no experience is needed, all that's really needed is time to figure stuff out. Weird, huh? With these forums at your fingertips, anything is possible. Reply or PM me if you're interested!
Hey everyone! I'm making a zombie epidemic map based on a college campus. I'm the programmer and I'm working with four terrainers.
The atmosphere and sound will be a big part of our game. For example, we'll have eerie background music most of the game, and when a zombie comes within a certain range, a heartbeat sound will start playing. It makes things very, very intense.
What we need is someone to either record sound effects, or just search for public domain ones that we can use. We'll gladly give you credit =)
Hi everyone, I'm trying to make a zombie map, where there are a few zombies here and there but they walk amongst the other units peacefully. They only attack when there's only one unit near them (so nobody but the victim knows who he is).
So, I was thinking I would do something like this:
1. Spawn zombie
2. Give him the Ghost - Hold Fire effect
3. Use the event Unit Enters Range of Unit with 5 range
4. Make a condition to continue if it's the only unit within 5 range
5. Order to attack the unit
However, one snag. In #3, the unit whose range is being entered has to be a specific single unit, I can't just say "any zombie".
Hi everyone, three hours of tweaking and experimenting things has led me to believe that global variable unit groups behave differently than the unit groups from the map->groups window (i'll call the latter type "ui unit groups").
Here's how I know:
1. I had a trigger that just created a unit, then added that unit to my ui unit group. The last action in the trigger would ask for how many units in the group. First, I tried doing it with just actions: Create Unit action, followed by a Add Unit to Unit Group action that got the LastCreatedUnit. At the end of the trigger, it said 0 units were in the unit group. My second try involved scripting the actions: I had a script which called CreateUnit, caught the return in a variable, and added it to a unit group via the UnitGroupAdd function. Still, the end of the trigger said 0 units were in the unit group.
2. Instead of getting the unit and adding it to the ui unit group, I made a local variable, and set it to equal the ui unit group. At the end of the trigger, get this, it said the local unit group had 1 unit, while the ui unit group had 0. This can mean two things: the local unit group was another instance (as opposed to a reference), or the UnitGroupCount function is not working.
3. In that same trigger, I added another action: Set Variable. I set the ui unit group to the value of the local unit group. Nothing changed, the local unit group still had 1, and the ui unit group still had 0.
4. Instead of having a ui unit group and a local unit group, I just used one global unit group. Everything worked perfectly. Once I added the unit to it, this global unit group then had 1.
All these experiments lead me to these possible conclusions:
A. There are some massive bugs in the galaxy editor, or
B. Unit Groups, the ones in the map -> object groups window (as opposed to global or local unit group variables) are const.
I could use some guidance here. I could find no place that said these things were const. Thoughts?
0
Hey everyone, I'm designing a zombie map involving a college campus, where you run around with one unit and survive. I'm trying to figure out ideas on how to make really interesting building interiors, which will be fun to play on. For example, there's a building in a college I know that has this in it: http://upload.wikimedia.org/wikipedia/commons/d/d6/Calpoly_arch_bldg.jpg You go in that building and you're like, "wow, this would be awesome for a paintball game." and imaging running from zombies in an sc2 terrain layout that looks like this: http://www.topboxdesign.com/wp-content/uploads/2011/07/Siu-Sai-Wan-Complex-Public-Building-Design-Interior.jpg
I have a feeling that's not possible in the editor though. What kinds of things can the editor do with terrain that would have the same... complexity? Is there a way I can simulate multiple floors somehow, or maybe some way I can pack a lot of up and down staircases and walls into a tight area? Or maybe some other way I can make complex terrain?
Ideas, anyone?
Also, if anyone knows examples of some really good building layouts, please post them!
0
Hey everyone, I'm looking to create a map where you hold out against zombies and complete quests (similar to Resident Evil: Raccoon City from SC1, Afterlife from WC3, and UA3 from SC2).
We have all the necessary tools and people, except for a terrain designer. We have extremely loose requirements, we only ask that it be a college campus. We don't need anything big, even a 96x96 is good enough for us to get started.
Anyone willing to help out? Massive beginning-credits to anyone who joins in!
0
Im not entirely sure, but I think if you test to see if a unit is in a certain region, and it's dead, its corpse might still be there. Make sure you're checking if there's any alive units in the region, that will exclude corpses.
0
Hey guys! I'm about to implement an aim ability, and I was wondering what you guys thought the best approach was.
I'm more of a trigger person, and I think I can accomplish this with triggers, but usually if something can be done in the data editor, it should (because it just seems more... clean and native), so here I am, asking if it can be done with data.
My unit will have an "aim" ability:
1. He clicks on the "aim" button, which will be in the command card. At this point, his weapon is disabled so he doesn't automatically attack enemies who are near.
2. He clicks on the unit he's aiming at.
3. His vision immediately is reduced a bit, to represent him focusing and not being alert to anything else.
4. The longer he waits, the more his vision is reduced, slowly. The enemy will always have a tiny circle of vision around him, so we can see it even if the range is reduced to what would normally not reveal him.
5. When he hits the "aim" button again, his gun will shoot the enemy, causing regular damage plus a lot extra. The longer he waited while aiming, the more damage it does. His vision goes back to normal.
Anyone have any idea how to do any of this in data?
Thanks!
- Verdagon
0
Galaxy++ keeps giving me errors. How do I import them manually? I'm seeing mixed answers on the internet, and none that are recent. What's the most modern way to do it?
0
Excellent, that should work then. But does that mean I have to re-import them every time I change them?
0
Dude, I would love to hear the answer too, I just had to deal with this problem too. There's only an event which is like "Any unit gets into the radius of (specific unit)" and you have to specify the unit, but if it doesn't exist yet, you're out of luck. Dynamically creating the trigger doesnt work either.
TL;DR: bump
0
Hi everyone, I've searched far and wide and I've seen everybody talking about libraries being used to modularize the logic in maps. So I got all excited, and started writing a bunch of galaxy functions in a .txt file and then I got stuck.
How do I put my galaxy script into my game?
I tried renaming it with a .SC2Lib extension and then importing it, but that didn't work. It turns out, .SC2Lib files are XML. That would explain things.
I also heard someone say that libraries are "easier to work with" but when I look at the generated XML, it's not very organized. It's all one big list of things referenced by IDs, I daresay that's impossible to work with.
I'm missing something very simple. Help?
Thanks,
- Evan
0
Position just got filled, so nevermind. =P
0
Yeah, I guess its silly of me to not have given the link to our spec: https://sourceforge.net/apps/trac/sc2hvz/wiki it's a pretty interesting read =)
We're making some really good progress, except for the areas of data editing; I'm busy with the triggers and scripting, and everyone else on my team is too daunted to touch some of these areas. Here are some of the things we're hoping to figure out:
- Units have inventory
- Some items are equippable as weapons (so you could switch between a handgun and a shotgun, for example)
- Some items give boosts to stats (we'll have stats like strength, courage, dexterity, etc.)
- Some items, while equipped at the same time, give bonuses (a red cape and a spear makes you better at melee)
- Aim ability, where the longer you focus on a target, the more chance you have of a critical hit
- Zombies catching on fire and igniting nearby zombies
- Zombies becoming drunk (they find some alcohol item on the ground, they drink it, and start attacking nearby zombies. if a zombie eats a drunk zombie corpse, he becomes almost as drunk, making an interesting chain reaction)
AFAIK, most of these are doable in the data editor with effects and behaviors and stuff.
0
So, my team and I are working on a zombie invasion map (it's pretty cool so far, ask me and I'll show it to you!) and we find ourselves in need of a data person.
All that that means is that you would search the internet and these forums to try to figure out how to do something, and if nothing is here, then post on these forums to ask how to do it. Once you've more or less figured it out, we'll have you implement it in our map. We offer gratuitous credit =)
So, really, no experience is needed, all that's really needed is time to figure stuff out. Weird, huh? With these forums at your fingertips, anything is possible. Reply or PM me if you're interested!
- Evan Ovadia
0
Hey everyone! I'm making a zombie epidemic map based on a college campus. I'm the programmer and I'm working with four terrainers.
The atmosphere and sound will be a big part of our game. For example, we'll have eerie background music most of the game, and when a zombie comes within a certain range, a heartbeat sound will start playing. It makes things very, very intense.
What we need is someone to either record sound effects, or just search for public domain ones that we can use. We'll gladly give you credit =)
Message me if you're interested!
- Evan Ovadia
0
Hi everyone, I'm trying to make a zombie map, where there are a few zombies here and there but they walk amongst the other units peacefully. They only attack when there's only one unit near them (so nobody but the victim knows who he is).
So, I was thinking I would do something like this:
1. Spawn zombie
2. Give him the Ghost - Hold Fire effect
3. Use the event Unit Enters Range of Unit with 5 range
4. Make a condition to continue if it's the only unit within 5 range
5. Order to attack the unit
However, one snag. In #3, the unit whose range is being entered has to be a specific single unit, I can't just say "any zombie".
Any ideas? Thanks!
- Evan
0
Hi everyone, three hours of tweaking and experimenting things has led me to believe that global variable unit groups behave differently than the unit groups from the map->groups window (i'll call the latter type "ui unit groups").
Here's how I know:
1. I had a trigger that just created a unit, then added that unit to my ui unit group. The last action in the trigger would ask for how many units in the group. First, I tried doing it with just actions: Create Unit action, followed by a Add Unit to Unit Group action that got the LastCreatedUnit. At the end of the trigger, it said 0 units were in the unit group. My second try involved scripting the actions: I had a script which called CreateUnit, caught the return in a variable, and added it to a unit group via the UnitGroupAdd function. Still, the end of the trigger said 0 units were in the unit group.
2. Instead of getting the unit and adding it to the ui unit group, I made a local variable, and set it to equal the ui unit group. At the end of the trigger, get this, it said the local unit group had 1 unit, while the ui unit group had 0. This can mean two things: the local unit group was another instance (as opposed to a reference), or the UnitGroupCount function is not working.
3. In that same trigger, I added another action: Set Variable. I set the ui unit group to the value of the local unit group. Nothing changed, the local unit group still had 1, and the ui unit group still had 0.
4. Instead of having a ui unit group and a local unit group, I just used one global unit group. Everything worked perfectly. Once I added the unit to it, this global unit group then had 1.
All these experiments lead me to these possible conclusions:
A. There are some massive bugs in the galaxy editor, or
B. Unit Groups, the ones in the map -> object groups window (as opposed to global or local unit group variables) are const.
I could use some guidance here. I could find no place that said these things were const. Thoughts?
- Evan
0
Thanks to everyone who helped me out with this, it works now, and I feel much more at home in the galaxy editor =)