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im coding at moment unauthorized on the map because i cant reach the OP
Total ressources is a mapeditor funktion it gives all ressources you min in the run I cant understand 5 sek but i put the stoptimer on front. So the scriptworkingtime will not add to the playtime.
added some more stats and the ability to see stats from all runs you did also fixed the lag bug. i discuss it with OP when i can reach him.
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Skel: although I haven't seen your work yet, great work taking initiative and figuring out how to improve this already awesome map.
Also, completely agree we need some more Toss/Terran/Zerg players to post their timing attacks. Even if it isn't included in the map for a while, we can at least fine-tune our builds knowing the timings.
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thx for motivaton escplan9 @defmatrixultra i was wrong no delay in keytrigger . only ask if the key combo is pressed so when it makes bad fps its because blizzard sucks on mapeditor ( and that is not the only think they suck on ^^) btw its easy to understand but for coding work it takes long . i never coded with mouseclicks before oo
CODE Update: ATACKFUNKTION added unit atack with an test bannlingbust at 10 sek Ctr+A brings up atack window where you can activate diffrent atacks No ai in the mapeditor the bannlings dont atack buildings... But on atack we can never make them micro correct , e.g. thordrops So the player must know when units come if he can hold it, the units only helps remember ^^
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is it me or the time is running too fast. not exactly secconds
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I didn't notice until you mentioned, but it does SEEM to be running too fast. However, when I ran a replay of my build played on the Build Order Tester map, the seconds in the SC2 Replay match up with the game timer in Build Order Tester.
So.. although the time seems to be running faster in the Game Timer, it actually is not. It is running at the correct speed.
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Fast banshee with cloak research started Banshee pops @ ~5:50 with 4 marines for support and 60 min/83 gas left over
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It would be great with a "stop time" function. Everytime you hit a certain key (space for instance) you get a stoptime that will be saved. When you reset, these times will be saved and can be compared with the new stop times. That would be great for refining your BOs.
For instance, I might want to know at what time my pool finishes, and my lair finishes and how those times are affected if I change small stuff. So when the pool finishes I hit space and save that time, and when the hatch finishes, I also hit space to save that time. After reset, I fine tune a few things, hit space when hatch and pool finishes; and now I can compare the new and old times and see if it has had any effect.
That would be great.
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Could the map possibly be made to save build start/finish-times in a txt? That would be sweet! Also neat stuff like chrono boost might also be of help.
Can't wait to try this out!
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@edahl what do you mean with chrono boost`? the timing of each chrono boost? i think its possible to write the array files to a xml doc but the editor is not a real programm lang. so you dont have a easy Input/output.
@s031720 i think its possible but it will fill so much place on monitor..
so that on each run there are own steps as a timearray like: Lastrun 5 of 5 time: 00;22:00 end: 50 mins 30 gas 40/50 depos total: 3000mins 1000 gas Steps: 00:01:20 00.03:22 00:08:33
you mean this? we only can use strange keys because everyone use the keys diffrent....
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On May 31 2010 18:59 skeldark wrote: @edahl what do you mean with chrono boost`? the timing of each chrono boost? i think its possible to write the array files to a xml doc but the editor is not a real programm lang. so you dont have a easy Input/output.
Yeah, chrono boost, spawn larvae, mule and supply is an important part of any build, so I just mean to throw its timings in there along with everything else. I have no idea about the capabilities of the editor, but it would be sweet. Perhaps there exists some slick work-around.
EDIT: Another important point is that in a real game you lose units. Having a 'unit dump' would be helpful, such that for instance around the time your scouting probe dies, you just send it in the dump.
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Small bug....
When, as Zerg, I need try to make a unit over the unit cap(I.E. I need to make an overlord first), it says, "Need More Psi Build a Pylon" and "Not Enough Supplies Build More Supply Depots". Doesn't mention Overlords at all. FYI not a big deal but something I noticed.
I scanned the posts and didn't see anyone else mention this.
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+ Show Spoiler +On May 31 2010 18:59 skeldark wrote: @edahl what do you mean with chrono boost`? the timing of each chrono boost? i think its possible to write the array files to a xml doc but the editor is not a real programm lang. so you dont have a easy Input/output.
@s031720 i think its possible but it will fill so much place on monitor..
so that on each run there are own steps as a timearray like: Lastrun 5 of 5 time: 00;22:00 end: 50 mins 30 gas 40/50 depos total: 3000mins 1000 gas Steps: 00:01:20 00.03:22 00:08:33
you mean this? we only can use strange keys because everyone use the keys diffrent....
Yes, exactly like that. Maybe it could be limited to a certain maximum of stop-times, like 3 or so, so not to fill the screen. Im not sure how to best solve it GUI-wise, mayby in this syntax;
Last game:00:01:20/00.03:22/00:08:33 Current game:00:01:20/00.03.35/00:07:50
I think space is a good key since its generally used to jump to the action, and there is no action in the Buildorder-map. But anykey would work.
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@s03 you can see when hatch starts ect now in the buildorder list
@BarneyIX its because you spawn as random in a normal singleplayer map you noticed the layout is diffrent each gamestart ... So the map says what startunits to spawn but sc thinks your toss if the map is loaded randomly by toss. dont know how to change that perhaps only possible in release mapeditor even it dont have ki in beta so you must atack move all enemys.
@edahal must write extra trigger for cronoboost and larvproduktion and tech start in later ver i was thinking over a "deathzone" too. the problem is where to put it on the map perhaps next version
UPDATE i can now show details of the buildorder of the run contructed units and buildings with time But there is now way to export it into a file on sc2 mapeditor
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HERE IT IS: -more stats -see stats of all runs not only last -hope no more lagbug -start of atack funktion -menu -total bo details for all runs
http://www.file-upload.net/download-2563710/BOT1.SC2Map.html the upload site is shit if someone knows a bedder one pm me
press alt+ctl+del in game for facebook integration
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hey guys, great work so far. got a couple of ideas.
http://www.sc2mapster.com/maps/multitasking-trainer/ has some really nice attack functions that you could use, or get inspiration from. i haven't seen it in action (because i'm too bad to reach those stages), but i've seen the interface for it, and it's really impressive. it's only terran though.
mediafire is great for uploading. www.mediafire.com
that's about it. thanks a lot for the work so far!
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lurker here. I've been working on a Kulas Ravine version of this. I branched pretty early on before isbunk added any changes. I'm curious about features that people really want.
I've got hotkeys for resetting. I've got hotkeys for resetting and not switching spots. I've even got hotkeys for resetting and not losing your last run's statistics. Which brings me to the reason for my post. Is it really useful to have a whole complete history of all the runs made? Does anyone use this feature on the current map?
It's really just that I'm lazy and I don't want to add it. I already give players the ability to save one run's stats when resetting. It doesn't seem useful to me to have more than that.
Thanks again to qxc, isbunk, and skeldark for working on this! It's a fantastic idea and surely will keep me sane while the beta is down.
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Also, what statistics are people wanting to see live? Obviously it would be awesome if you could enable the spectator stats for yourself while testing the build, but I've been unable to find any way to do that. I figure that people want to know how many workers they have, how many minerals and gas they've mined in total for the current run, and the current game time. Are there any other "live" statistics that people want?
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Anyone who managed to get this running on the Mac client?
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@jeeks i added it because sometimes something went wrong and than you loose your data and because in future i want to save it to text files. you notice the detail button on my version? i try the replay stats too. and agree there is no way to add it. you wrote the stats part? if so we should sit together with isbunk and discuss who makes what so we can bring out many many features... the atack function needs a lot work. i totaly changed the part where stats were collected and shown. sorry but it was necesary to prevent lag in game. i cleaned the code too and add some documentation. i speak with qxc if we can set the map on gpl.
pm me. if im coding im in #teamliquid on irc.quakenet.org
@asma there is a way mapcraft
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Is there any way someone can write a VB or C program to streamline all these steps for the computer-deficient luddites like myself who only use the computer for internet-surfing and double-clicking starcraft?
I am having a heck of a time getting this to work. I was able to get one of the early versions of this to work, but when I downloaded the first link in the first post (desert oasis with hotkeys) I got an error on load, unable to load some terrain.d2d and then all I get is a brown blank map.
Thanks for any help.
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