I've been thinking of including achievement system to one of my maps, but I've found that there is no suitable library. So, I decided to create one myself. Here is what I've came up with. I hope you will find it useful in any way.
If you have any comments or tips for improvement, you're most welcome.
Regards,
Matic
ACHIEVEMENT LIBRARY
About
This library allow designers to incorporate achievements into their maps.
It is free to use, you can download, modify, do whatever you want. Putting me in the credits would be nice tho.
Video
Changelog
Version 1.00
Interface for library
Basic functionality and visuals
First release
How to use
Add AchievementLib mod from BN to your map, or download mod files and insert the code directly. Remember about copying or importing custom *.tga files used for achievement dialogs.
Configuration:
Set Achievement Sound - specifies sound played when achievement is awarded.
Set Achievement Timers - specifies timers, f.e. how long achievement should be visible for player.
Set Achievement Max Number - specifies number of awarded achievement that can be displayed on the screen at the same time.
Usage:
Create Achievement - creates new achievement, specifying it's ID number, image, points, and name.
Award Achievement - awards previously created achievement to specified player.
See example maps for reference.
Links
Library is published on EU. If you want to publish it on other servers - feel free to do so, just let me know.
I've been looking for this kind of tutorial for a long time. When I saw it, I tried to implement it right away.
Btw. you could add info that if someone wants to make projectile slower (yamato is waaay too fast for a diablo map imo), he needs to change field in created mover: Motion Phases -> Maximum Speed (it is set to 20 for yamato).
However, I ran into strange type of bug. I tried to lower the scale of missile and explosion in actors. Just changed value of Fireball Hit Target Explode Model - Art - Scale and Fireball Missle - Art - Scale. It works... but only when missile hits wall or unit. When it ends on the ground, scale stays as it was. I really don't know where to look in order to fix this. Do you know what can be the reson?
I've attached map if you want to look into details.
EDIT
Okay, I've found out. There is another scale in Actor - Impact Map.
Sorry for bothering and thanks again for great tutorial!
Well, introducing new characters and making it multiplayer is something I really wanted to do, but it can get complicated and prevent map from reaching playable state. So for now, I want to keep it simple, just basic mechanics and stuff.
Alarm surely will get implemented, however it also complicated trigger wise.
About this bug, I guess you have to have "Display Subtitles" option in menu checked. I really don't know how to fix it.
I'm Matic, and I want to show you my latest map. It is called Zealot Commando, Mission 1: Desert Raiders.
Many of you probably played Commandos: Behind Enemy Lines and its expansions or sequels.
Yup, I played it too, and I was wondering if it will be possible to recreate this type of experience in SC2 Editor.
Well, here is my try. I hope you like it.
It has been published on EU.
I realize it won't be widely popular, because of being single player, and what is more important, replayability is ... well, there is no replayability at all. But still, I believe that maps like this should be still made.
Make your own version of remove unit function, best with region argument, which will check if unit you want to remove is in region you specified. If it is, substract from counter and call "normal" remove. If it doesn't just call normal remove.
Its common practice in programming.
0
Thanks for positive feedback guys!
I'm thinking of adding achievement tab with all earned achievements and stuff.
Maybe in v2.0 :P
@Exaken: Go
Right, sorry about that, fixed already. Yeah, ID = 0 is not usable.
0
Hello guys,
I've been thinking of including achievement system to one of my maps, but I've found that there is no suitable library. So, I decided to create one myself. Here is what I've came up with. I hope you will find it useful in any way.
If you have any comments or tips for improvement, you're most welcome.
Regards,
Matic
ACHIEVEMENT LIBRARY
About
This library allow designers to incorporate achievements into their maps.
It is free to use, you can download, modify, do whatever you want. Putting me in the credits would be nice tho.
Video
Changelog
Version 1.00
How to use
Add AchievementLib mod from BN to your map, or download mod files and insert the code directly. Remember about copying or importing custom *.tga files used for achievement dialogs.
Configuration:
Usage:
See example maps for reference.
Links
Library is published on EU. If you want to publish it on other servers - feel free to do so, just let me know.
Project page:
http://www.sc2mapster.com/assets/achievement-lib/
Mod:
http://www.sc2mapster.com/media/files/550/374/achievements.SC2Mod
Map using mod:
http://www.sc2mapster.com/media/files/550/375/achievement_mod.SC2Map
Map solo (for easier coping):
http://www.sc2mapster.com/media/files/550/335/achievement.SC2Map
0
Thanks!
I've been looking for this kind of tutorial for a long time. When I saw it, I tried to implement it right away.
Btw. you could add info that if someone wants to make projectile slower (yamato is waaay too fast for a diablo map imo), he needs to change field in created mover: Motion Phases -> Maximum Speed (it is set to 20 for yamato).
However, I ran into strange type of bug. I tried to lower the scale of missile and explosion in actors. Just changed value of Fireball Hit Target Explode Model - Art - Scale and Fireball Missle - Art - Scale. It works... but only when missile hits wall or unit. When it ends on the ground, scale stays as it was. I really don't know where to look in order to fix this. Do you know what can be the reson?
I've attached map if you want to look into details.
EDIT
Okay, I've found out. There is another scale in Actor - Impact Map.
Sorry for bothering and thanks again for great tutorial!
0
@IliIilI: Go
Thanks for playing.
Well, introducing new characters and making it multiplayer is something I really wanted to do, but it can get complicated and prevent map from reaching playable state. So for now, I want to keep it simple, just basic mechanics and stuff.
Alarm surely will get implemented, however it also complicated trigger wise.
About this bug, I guess you have to have "Display Subtitles" option in menu checked. I really don't know how to fix it.
0
Hello,
I'm Matic, and I want to show you my latest map. It is called Zealot Commando, Mission 1: Desert Raiders. Many of you probably played Commandos: Behind Enemy Lines and its expansions or sequels. Yup, I played it too, and I was wondering if it will be possible to recreate this type of experience in SC2 Editor. Well, here is my try. I hope you like it.
It has been published on EU.
I realize it won't be widely popular, because of being single player, and what is more important, replayability is ... well, there is no replayability at all. But still, I believe that maps like this should be still made.
Data:
Title: Zealot Commando, Mission 1: Desert Raiders
Tileset: Mar Sara (Wasteland)
Map Size: 44x52
Play type: Single player
Play time: 15 - 25 mins
Video:
0
Make your own version of remove unit function, best with region argument, which will check if unit you want to remove is in region you specified. If it is, substract from counter and call "normal" remove. If it doesn't just call normal remove. Its common practice in programming.
Regards
0
No idea about triggers, but in data editor, you can turn it off in Actors: UI - Status Bar Flags.
You have to do it for every type of unit tho.
Regards