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Simple Questions/Answers - Page 163

Forum Index > SC2 Maps & Custom Games
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Bareleon
Profile Blog Joined May 2011
371 Posts
July 18 2015 20:59 GMT
#3241
Ok sorry, I didn't know how to explain before but now I can.

I wanted something where you can click on a button like in the campaign. I got the button, but how do I make it so you can click on it and how do I put the text in? The text you see after you click on the button.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 18 2015 21:28 GMT
#3242
Scorp has a good tutorial on dialogs.
~ ~ <°)))><~ ~ ~
Masemium
Profile Joined April 2012
Netherlands33 Posts
July 20 2015 22:20 GMT
#3243
Is it possibly to fire off multiple abilities with the press of 1 button, or to have multiple buttons get pressed if you press 1 ?

This is not exactly the same as make an ability have an effect set that has a whole load of effects, I need to fire actual abilities with 1 click.
Sentou junbi!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 20 2015 23:45 GMT
#3244
Yes, but it depends on what exactly you're trying to do-

Conditions - any unit is issued order to X
(set up some variables and probably insert a time delay)
Actions - issue order to triggering unit to Y targeting point Z

You can also use condition any button is pressed, but that causes lag. Or use dialog item is used, if you have a custom interface or something like that.
~ ~ <°)))><~ ~ ~
Masemium
Profile Joined April 2012
Netherlands33 Posts
Last Edited: 2015-07-21 16:27:32
July 21 2015 15:41 GMT
#3245
Simply put, what I want to achieve is to, say, add a button to the Factory, that, when clicked, places 1 Hellion, 1 Siege Tank and 1 Widow Mine in the build queue.

I thought I had something going with an instant-effect ability into an effect-set into multiple issue orders, but it seems to ignore most orders and only puts one in queue. I will try some delayed effect chain, but there is only so much A triggers B triggers C triggers D triggers E my mind can handle

*** Edit: Okay, I now have it so button => ability => effect set => casts 3 behaviors => behavior 1 lasts 0.1s and gives order A, behavior 2 lasts 0.2s and gives order B, behavior 3 lasts 0.3s and gives order C.

Let's see if this can eventually do what I want it to do.
Sentou junbi!
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 22 2015 10:22 GMT
#3246
ok, this one isn't very specific, I need some opinions.
what thoughts/complaints/feedback do you have on the current organization of maps played in both ladder and tournaments?
think of ladder rotation, korean cups using different maps etc.
"Not you."
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 25 2015 21:02 GMT
#3247
On July 17 2015 22:04 OtherWorld wrote:
I think this has probably been answered several times already, but I can't find it, so I'll ask it here : what is considered acceptable as far as cannon-rush opportunities behind mineral lines are concerned? I mean, obviously it's not OK when the P can completely block access to the cannon with only one or two pylons, but what if the cannon can be attacked only through one tile? Two tiles? And what if there is the possibility to block a cannon with only two pylons, but the pylons and the cannon can be attacked from the high ground with range units? Is it acceptable then?

"Ramps" are all the same (or the sky falls down apparently?) and "areas around the mineral lines" are in the same boat.
#typer sighs# It has its own secret doctrine and you have started its cristalisation/fossilisation by drawing attention to it.
#self face palm#
Thank you for asking, I personnaly feel that making anti septic "for all match ups" maps is the wrong way to go to get the most out of galaxy (in this case making all naturals "non cannonable").
The idea that in 2015 1v1 tournaments and team tournaments + Show Spoiler +

(where indeed the "all match ups" is good/competitive oriented to be strategized over (since teams have to deal with having the three races and a variety of maps)..)
should share the same map pool is ludicrously counter productive to the map making "meta' lessening the galaxy palette to less than a "we are the 4% catering for the 1% " type of deal...
Then again, I play random so I get cannon rushed and do it myself on occasions, so I'm random biased.
Maybe a poll on bunker/photon/girafe cheeses can be done to acertain just how much the player makes the mapmaker?
If a map pool contains 1 map op for each match up it is a better for it.

On July 18 2015 14:15 -NegativeZero- wrote:
Show nested quote +
On July 17 2015 10:50 Uvantak wrote:
That's a good amount Jared.
Regarding the number of doodads on a map, "good" maps usually have around 4000 all over the map, trees and doodads that move and have dynamic shadows or are placed over water, usually are considered to be more resource expensive so you must be careful when doing that, specially if you will use trees that have dynamic shadows AND are placed over water tiles.
Also right below the mineral line patches you have straight natural cliff, it is usually not recommended for you to have more than just 2 to 3 "tiles" where the natural cliffs are on a straight line because they look unnatural and overall ugly.
Also forgot to say, the lowground cliff where the threes are placed look very very good.
/edit there it goes my 1111 post, this is what I earn by helping people, sigh -.-;

my maps tend to average slightly over 1000 doodads, i guess i'm doing it wrong...
No, you are right.
Hash tag: always low graphs always low doodad/unit count!
On July 22 2015 19:22 Meavis wrote:
ok, this one isn't very specific, I need some opinions.
what thoughts/complaints/feedback do you have on the current organization of maps played in both ladder and tournaments?
think of ladder rotation, korean cups using different maps etc.

D Browder (on Wings of Liberty retail) "Tournaments will introduce new maps"
"not enough rights"
KervyN
Profile Joined August 2010
Germany4 Posts
July 27 2015 07:07 GMT
#3248
Hi there,
I recently logged in after a 2y break an wanted to play a round of KotH obs game.
Aren't they played anymore?
How to find obs games?

- K
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 27 2015 22:42 GMT
#3249
This and that comes to mind (not to mention this).
Basicaly, if I was really mean I'd say that you mostly need people to play it with, I suppose that is the main issue.

With such an abundance of "coders" on our rightly beloved custom sub forum, if the draw was there.. even LotV Koth maps would be quick to muster, but the draw simply isn't out there (at the moment ; do feel free to be part of it changing) for the "grand public consumer". As for the lobby shaninigans to get joiners and a proper game going... on this I will invoke the 4th!
+ Show Spoiler +
^( analogy/pun/joke/reflection using the united states of north america saying about using a particular amendment, this to make any reader possibly surmise a conspiracy or worse applied to bnet lobby issues)

If you are desperately serious, perhaps right in thinking there would be enough people interested, may I advise you to make a thread asking for people who wish the same thing as you (and do not already" belong" to a "tight' group) to reach them.
Good luck.
ps rant:
I have been advocating for an advertised "tl mapmaker koth/obs" on said "tl community maps" for years and still maintain great hope for it. We sc scrubs could donate towards a prize pool that would make fair to great players participate to get durty esports prizes.
This is the tlmc, arguably, but no koth version in it yet.
The whole point of the koth is sooooo much attuned to the specificity of "new map pools" that it strikes me as sooo odd that no one else seems to think so?!?
Have and make a good tl!
"not enough rights"
KervyN
Profile Joined August 2010
Germany4 Posts
July 28 2015 08:04 GMT
#3250
I guess the answer is "They are not played that often anymore" but thanks :-)
singha321
Profile Joined February 2014
United States1 Post
July 28 2015 18:54 GMT
#3251
Hello, I'm interested in creating a cut scene/cinematic out of moments in a replay. For example, marines fighting lings, stalkers blinking, storm flanks, etc.

In the research I've done so far, it looks like replays don't have a lot of granular camera control (of the angle and such). As far as I can see, it looks like with replay playback, you can only zoom in/out, rotate 90deg with INS/DEL, and follow units. For control over the camera where you can set the angle/framing to your liking, you have to go into the cutscene editor. Please correct me if I'm missing something.

My questions:

- Is it possible to import a replay into the cutscene editor?
- Is it possible to import a ladder map into the cutscene editor?
- Is there a mod that could add additional camera controls to replay playback?

If I should ask elsewhere or make a new thread, please let me know.

Thank you!

L
WhalesFromSpace
Profile Joined March 2012
390 Posts
August 01 2015 21:24 GMT
#3252
I am wondering why my trigger still deals damage to air units, even though they are excluded with the filter: http://i.imgur.com/8i8eU0n.png
Nihility
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-08-02 16:22:37
August 02 2015 16:19 GMT
#3253
On July 29 2015 03:54 singha321 wrote:
Hello, I'm interested in creating a cut scene/cinematic out of moments in a replay. For example, marines fighting lings, stalkers blinking, storm flanks, etc.
In the research I've done so far, it looks like replays don't have a lot of granular camera control (of the angle and such). As far as I can see, it looks like with replay playback, you can only zoom in/out, rotate 90deg with INS/DEL, and follow units. For control over the camera where you can set the angle/framing to your liking, you have to go into the cutscene editor. Please correct me if I'm missing something.
My questions:
- Is it possible to import a replay into the cutscene editor?
- Is it possible to import a ladder map into the cutscene editor?
- Is there a mod that could add additional camera controls to replay playback?
If I should ask elsewhere or make a new thread, please let me know.
Thank you!
L

I would advise making a thread on sc2mapster after checking the assets there. The cutscene editor is like galaxy, I would bet you can do it (import) but it might be easier to create the scenes in it directly timewise.
On August 02 2015 06:24 WhalesFromSpace wrote:
I am wondering why my trigger still deals damage to air units, even though they are excluded with the filter: http://i.imgur.com/8i8eU0n.png

Some data overwrites/supercedes triggers :/
and blizzard's melee base's intracacies are not all available/easily found. The heights might not be what they seem?
Edit: many units display wrong "filters" when you use the melee "template", are all the air units concerned with the error? Perhaps they could be "fixed"?
"not enough rights"
help_pls
Profile Joined August 2015
6 Posts
August 03 2015 19:32 GMT
#3254
I get over 100 fps in every game that I play. When I play without anything running in the background then everything moves too fast like there is frames going missing. If I have something running in the background like a stream or youtube video then it's normal. Why?
fluidrone
Profile Blog Joined January 2015
France1478 Posts
August 03 2015 21:32 GMT
#3255
On August 04 2015 04:32 help_pls wrote:
I get over 100 fps in every game that I play. When I play without anything running in the background then everything moves too fast like there is frames going missing. If I have something running in the background like a stream or youtube video then it's normal. Why?

I have no idea but perhaps your graphics card is playing tricks on your bnet connection
(funny how you posted the same thing on all tl's simple q/a).
If your sc2 is "working" too fast then you should ask on bnet or even better send blizzard support an email.., whatever people say they are quite responsive when there is a problem with their game!
However, you do not give enough details for any useful answer to be formulated.
"When you play".. play what? ladder, a specific arcade map..?
Some maps will generate a sub par experience .. some internet connections are erratic (mine for one) and can make a 12 player melee map "unplayable" etc...
In any case, good luck, hope you get it fixed.
"not enough rights"
help_pls
Profile Joined August 2015
6 Posts
August 03 2015 23:52 GMT
#3256
It's not only my sc2 it's everything, all the games and everything.
turtles
Profile Blog Joined August 2011
Australia360 Posts
August 04 2015 03:10 GMT
#3257
What do you mean about things moving too fast? Are you saying that the game time moves faster than it should?
help_pls
Profile Joined August 2015
6 Posts
August 04 2015 03:39 GMT
#3258
no it's like it does not render all the frames so I don't see it as smooth
BlackLilium
Profile Joined April 2011
Poland426 Posts
August 05 2015 11:18 GMT
#3259
I am trying to launch a missile using triggers:

UnitCreateEffectPoint(sourceUnit, "ThorTestMissile", hitPoint)

where hitPoint is the point I computed in the trigger.

However, I have a problem:
All computation is performed in (X,Y) space, completely ignoring the height. If the hitPoint is over different height elevation, the missile movement can be really funky. e.g. if it is empty space, the missile goes straight down to hit the point which is very very low.

What should I look for to fix it?
[MOD]Economy - Hot Mineral Harvesting
fluidrone
Profile Blog Joined January 2015
France1478 Posts
August 05 2015 22:18 GMT
#3260
mapster + Show Spoiler +
(if you have any "weirdness about how/who/etc on mapster, just pm me or turttles or other transfuse )

I would humbly, try adding an extra layer of triggering to cover all or a specific "wavelength" of heights..?
And try to dissociate the actor from the weapon/unit so as to do the deed and still not end up with a "legion of animations".
glhaf
+ Show Spoiler [glhaf] +
(good luck have awesome fun (in this case with galaxy and a worthy challenge, kudos)

"not enough rights"
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