Your "success" so far

Saldu

New Member
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1
How did you test it in Bnet?

There's a trick with replacing an original map file (after you've hosted it) in your cache folder with another mapfile, the game will play any map like that, also possible for multiple players if all of them replace their files.

Hmm, so I managed something too...: ^^

edit: shoot with s and move with arrow keys

Nicely done, but I noticed something which I don't quite understand.
I'm german and started with a german galaxy editor after patch9, and the translation is really horrible at the moment, so I re-downloaded the complete sc2 beta client to get the english editor.
However, after I opened my map that was saved with the german editor in the english editor, every single string was completely messed up, every variable name, every text for buttons, everything.
I get the exact same thing when I open (and play, ofc) your map with the english editor, and since you named one of your trigger folders "Nützliches", I assume you are at least german, but are you using the german editor?
 

Zwiebelchen

You can change this now in User CP.
Reaction score
60
Yeah, the german editor is really disgusting. I can't understand why blizzard even bothered translating the editor ... I mean ... the translation is so weird and horrible, that it would be better to just read the english descriptions instead of trying to understand the german translations.

I for myself watch triggers with "Show raw data" (Ctrl+D) - which replaces almost all translated functions by the internal names. Much easier to read, too.
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
889
I'm unable to efficiently do anything in the editor because it screws up my computer fairly quickly. :/
I've had it crash my computer twice now while trying to test maps.
 

tom_mai78101

The Helper Connoisseur / Ex-MineCraft Host
Staff member
Reaction score
1,632
I'm unable to efficiently do anything in the editor because it screws up my computer fairly quickly. :/
I've had it crash my computer twice now while trying to test maps.
I thought doctors don't mess with the codes. :rolleyes:
 

Arkless

New Member
Reaction score
31
Very nice work. Amazing how well the new UI interface buttons/menues work.
Can't wait to use em too.

PS: Don't know if you already tested your map in Bnet ... I did some minutes ago and it seemed that the Delay on Keypress events is rather very small compared to WC3. However, you can still "feel" the difference between solo and multiplayer in terms of reaction speed. But I feel like finally FPS styled games are possible, even in bnet.

:3 I love you *caugh* :D
That was one of my biggest questions.

Have you tested it in a multiplayer game? I don't know yet if it works with more then 1 player >.<

Nicely done, but I noticed something which I don't quite understand.
I'm german and started with a german galaxy editor after patch9, and the translation is really horrible at the moment, so I re-downloaded the complete sc2 beta client to get the english editor.
However, after I opened my map that was saved with the german editor in the english editor, every single string was completely messed up, every variable name, every text for buttons, everything.
I get the exact same thing when I open (and play, ofc) your map with the english editor, and since you named one of your trigger folders "Nützliches", I assume you are at least german, but are you using the german editor?

All the strings are localized for your language, if you want to change the language of the editor you should just copy the localization file and change the name to us instead of eu (open your map with an mpq editor v2+ [version 1 mpqs crash the editor as well as the game]).
 

Saldu

New Member
Reaction score
1
Have you tested it in a multiplayer game? I don't know yet if it works with more then 1 player >.<

I tried your system too, singleplayer started via editor works fine, singleplayer via battlenet works fine, however, when I tried it with 2 vehicles at once (with 2 players, ofc) the game crashes ~3s after the vehicles spawn.
But of course I could have messed something up while adding the 2nd player.
Triggers I used:

Init:
Racestart
Events
Game - Player 1 types a chat message containing "-racestart", matching Exactly
Local Variables
Conditions
Actions
Unit - Create 1 Hellion for player 1 at Point 001 facing 270.0 degrees (No Options)
Variable - Set Vehicles[0] = (Last created unit)
Unit - Create 1 Hellion for player 2 at Point 001 facing 270.0 degrees (No Options)
Variable - Set Vehicles[1] = (Last created unit)
Camera - Pan the camera for player 1 to (Position of Vehicles[0]) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Lock camera input for player 1
Camera - Pan the camera for player 2 to (Position of Vehicles[1]) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Lock camera input for player 2
UI - Hide game UI for (All players)
UI - Hide the mouse cursor for (All players).
Variable - Set Racestarted = true
Trigger - Run Loop (Ignore Conditions, Don't Wait until it finishes)
Animation - Play Walk animation for (Actor for Vehicles[0]) as Default, using Full Match, Play Forever options and Default Time blend time
Animation - Play Walk animation for (Actor for Vehicles[1]) as Default, using Full Match, Play Forever options and Default Time blend time

Loop:
Loop
Events
Local Variables
Conditions
Actions
General - While (Conditions) are true, do (Actions)
Conditions
Racestarted == true
Actions
Variable - Set Speed[0] = (0.9 * (Speed[0] + (P1 Keys[0] + P1 Keys[1])))
Variable - Set Speed[1] = (0.9 * (Speed[1] + (P2 Keys[0] + P2 Keys[1])))
Unit - Make Vehicles[0] face ((Facing of Vehicles[0]) + (6.0 * (P1 Keys[2] + P1 Keys[3]))) over 0.0 seconds
Unit - Make Vehicles[1] face ((Facing of Vehicles[1]) + (6.0 * (P2 Keys[2] + P2 Keys[3]))) over 0.0 seconds
Unit - Move Vehicles[0] instantly to ((Position of Vehicles[0]) offset by Speed[0] towards (Facing of Vehicles[0]) degrees) (Blend)
Unit - Move Vehicles[1] instantly to ((Position of Vehicles[1]) offset by Speed[1] towards (Facing of Vehicles[1]) degrees) (Blend)
Camera - Pan the camera for player 1 to (Position of Vehicles[0]) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 2 to (Position of Vehicles[1]) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
General - Wait 0.0 Game Time seconds
 

Saldu

New Member
Reaction score
1
Like, actually launching itself there in the sense of leaving the old location, flying towards it's target and landing there? Or rather like a missile that looks like the launching unit?
 

Saldu

New Member
Reaction score
1
Does it deal it's actual melee damage while doing so? Sounds like an awesome ranged, single-target baneling-like thing if it does.
 

BANANAMAN

Resident Star Battle Expert.
Reaction score
150
My attempt to create one of the most imba carriers ever.

God the Editor is confusing.
 

BANANAMAN

Resident Star Battle Expert.
Reaction score
150
I just slapped the abilities there tested it and they do there desired effects. Minus projectiles and what not.

Basically i have no idea how to make them work properly.
 

Sevion

The DIY Ninja
Reaction score
424
I've been continuously working on Helper Bound and..... for some reason, my triggers keep bugging :( It seems turning off a trigger that registers unit death and then killing a unit while that trigger is off then turning that trigger back on after killing said unit does not work. It still fires that trigger...
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
I've found out that going to File > Preferences > Video, allows you to set what video settings it's at. By default, it's your game settings. o.o

Edit: In-game rendering, inside the editor...

Edit Again: And... Wayyy better lighting.
 

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