More documentation. A lot more documentation.
The editor has an incredibly steep learning curve, and its hard to learn how to use it since tutorials go out of date very fast. That, and some areas are just not covered by tutorials because it would take too long to write one that would make sense (I'm looking at you, achievements and actors).
Also, cross region publishing and cloud bank file storage.
I posted this in another thread, but found out, that this thread would fit better:
It's really hard to find any players for the maps below the first 2 or 3 most popular maps. It is a very bad idea to list the "most popular maps", because it actually affects person's subconscious opinion about the map. It's like free market vs regulated market, where Starcraft II implements regulated market and Starcraft I implements free market.
The system is seriously flawed, people are not motivated to try maps which are less popular.
I've been waiting over 20 minutes in the Genetic Lab Wars lobby (It's in the middle of the first page, 7th map on "popularity" scale in tug of wars section). And not a single person has even PEEKED in to see if someone wants to play. And I'm still waiting..
Let me rephrase it - In whole Europe, there has not been a SINGLE person in the last 20 minutes, who has felt any interest towards the 7th most popular map in tug of wars section.
I also have a quick solution, which would help really much and is relatively easy to implement. If we could see how many players are waiting in the lobby without joining, people would be more motivated to join less popular maps. There could be additional column of data, which shows the number of players waiting.
I posted these in Blizz other threads but still no answer, we wait for improvements.
- Is there a way to pass whole array as parameter for a method or function as in C++/C#? Beacuse when you try you can pass only with an index number. For example:
DoSomething(MyArray[x]) where x is index number.
but you should be able to pass like this: DoSomething(MyArray)
-I need some commands to be added to galaxy editor, which authority should I refer for adding new commands??
Camera Get-Set methods and Apply action results different and not actual,
When you "set" any camera property like distance,height etc.. you can only "get" what you set, but not actually what camera has. For example:
Camera - Apply camera object Height Offset 10.0 for player 1 over 20.0 seconds with Existing Velocity% initial velocity and 10% deceleration
During this 20 seconds while your camera rises upwards you cannot know what is your camera height with a real time get method. For example try this:
while above "Camera Apply" method running we try to get camera height in a 0.0 periodic trigger,
Variable - Set LV_CameraHeight = ((Default game camera) Height Offset)
LV_CameraHeight variable will be reflecting always "0" ("0" or what you "set" in base).
Actually get method gives you camera's base "set" values ALWAYS. This way we NEVER know camera's actual height in any given time. Is there any method to learn Camera's actual-real time-accurate height??? This applies for ALL OF CAMERA PROPERTIES such as roll, farclip etc etc... We cant learn actual values for any of properties.
Try learning Yaw/pitch of camera by its get method, it is realtime reflected value and always exact. This is what I search for properties too.
"Camera Roll" rolls only Y axis, not X and Z axis,
(Axis names may differ, pls correct accordingly)
Cam X axis: axis which is parallel to horizon
Cam Y axis: axis which goes to horizon
Cam Z axis: axis which comes from sky and goes to ground.
First apply these commands to control camera by mouse,
Camera - Unlock camera input for player 1
Camera - Turn camera mouse rotation On for player 1
Camera - Lock camera mouse relative mode On for player 1
Now Apply a Camera roll,
Camera - Apply camera object Roll 45 for player 1 over 1 seconds with Existing Velocity% initial velocity and 10% deceleration
Now move mouse up and down, you will see your 45 degree rolled view moves up and down on its "original axis" not on an axis rolled 45 degrees.
Now move mouse left and right, this time you will see your 45 rolled view moves left and right parallel to horizon not on an axis making 45degree angle with horizon.
Basically this way, roll command rolls only 1axis which is your scene look through axis. (axis Y)
There should be an option added to roll 2 other axis too. For example:
Camera - Apply camera object Roll 45 for player 1 over 1 seconds with Existing Velocity% initial velocity and 10% deceleration, do roll X axis, do roll Z axis.
Otherwise camera roll looks like a broken neck man looking around.
Camera Improvements for attaching,
Still no way to attach Camera to a unit...
Camera Follow Unit mechanism is designed to follow unit from a birds eye view, but when it comes to follow a height displacing unit from its horizon axis (Y axis), camera cant catch its target (cant displace height accordingly) and all new ways of modding (FPS/TPS) depending on "height displacement following" ruin in a second......
Please, "Camera" is everything....Every one of your programmers hardworking every day to add something new to Starcraft. 3rd parties are working very hard too, because we love to be with Blizzard. Please, we need Editor to be greatly improved, I write this here because here is Blizzard's Own site...and we are your community...
Dialog Box Clip region terminates itself,
When you put a Dialog Item into a Dialog, Dialog Item will not be drawn if it is outside of its parent container. But if you "Rotate" Dialog Item it will be revealed where it is.
lets create some dialog and its "image" type item,
Dialog - Create a Modal dialog of size (200, 200) at (0, 0) relative to Center of screen
Dialog - Create an image for dialog (Last created dialog) with the dimensions (100, 100) anchored to Top Left with an offset of (0, 0) setting the tooltip to "" using the image Assets\Textures\white32.dds as a Normal type with tiled set to True tint color White and blend mode Normal
(image file can be any image, choose what suits you) lets move dialog outside its parent container,
Dialog - Move (Last created dialog item) to (-50, 0) relative to Top Left of dialog for (All players)
Now half of our Dialog Item is in Dialog, half of it is outside so not drawn. Lets rotate 1 degree and see outer part of image reveals.
Dialog - Set (Last created dialog item) rotation to 1 for (All players)
Now outer part is visible. I think this is a bug to be fixed. Screenplay effects ruin this way....
Dialog Offset X/Y acts like a hotspot and does not reflect actual value when "Attached to a Unit",
Lets get a dialog's X coordinate,
Variable - Set LV_DialogXcoord = (X offset of (Last created dialog))
it reflects on-screen coordinate of dialog very well, now lets create a unit and attach this dialog to a unit,
Unit - Create 1 Viking (Fighter Mode) for player 1 at (Point(150.0, 150.0)) facing 270.0 degrees (No Options)
Dialog - Move (Last created dialog) to (0, 0) relative to Center of (Last created unit)
very well, now lets get attached dialogs screen coordinates again,
Variable - Set LV_DialogXcoord = (X offset of (Last created dialog))
this time our X coord returns "0" because we attached this dialog to 0,0 offset of its host. This is a normal result because method is designed to do this job. But here is where we abandoned our dialog screen coordinate get method sadly. Is there a way to solve this or Please Blizzard:
-Add an option to command line to "Get" screen coordinates of Dialog when attached to anything.
-And "Units" "Doodads" "Actors" "Mouse Pointer(without clicking)" screen coordinate get methods. This will enable new way of screen play effects to modders.
Codders like me feel abandoned...please dont forget us....we live by coding...
Fix the stupid GATEWAY_DOWN error! I make one small data change to my map and now the GATEWAY_DOWN error constantly comes up while publishing! I decreased the size by at least 3/4 by removing screenshots and it still wont publish, so it cant be the size! Fix the stupid !@# publish system.
In response to http://us.battle.net/sc2/en/forum/topic/6231594160?page=9#177 this post can I ask for documentation on Blizzard Art Tools?
With all the seriousness.
The topic is custom map feedback related so I think my question is non-OT :)
In the abilities tab, setting an ability's arc to 360 (so the ability has no facing requirement) will not input correctly.
Trying to input "360" will result in "0".
The only way around this seems to be by copy/pasting an existing 360 arc or using XML.
On the profile of a player, we should get a button "Published content", and then we can get the list of all maps he published, and then we can play them.
Loving a map can make us want to try the other maps of the same mapmaker, having a way to get all his maps would be useful.
In the editor we would need a selection limit option to change it from unlimited to any number like 4,9, or 12. It would help the community to make strategy games where the aim isn't in making large number of units and select them in one time, but to make small groups and controll them individually
Edited by Monkalizer on 23/09/12 21:22 (BST)
I'm missing wizards for making things like custom units and buildings in the editor. That would be awsome and not that hard to implement from a programming point of view, as long as it is standard cases... maybe new unit, new skill or new building, new technology.
Edited by Monkalizer on 23/09/12 21:25 (BST)
Statistics on how many people have played the map. And how many have left the game prematurely, and how long they played the game.
A link somewhere in the profile to the maps a player has published.
Rewards, such as portraits for map-makers. More attribution please!
Edited by Monkalizer on 23/09/12 21:35 (BST)
1. Add a shortcut to the "ignore placement requirements" option of doodads and units. Almost all doodads I place ignore placement requirements. Its irritating to open up the dialog all the time.
2. Layers of doodads and items. When there is a lot of stuff on the map it would speed up work speed if it would be possible to not to have the computer working with the entire map.
3. When there is a lot of doodads/textures on a map, every new doodad i place take some time to place. This thinking-time is time-consuming when working on larger maps.
And... the most important part:
4. Improved multiplayer testing. I have been working on a muliplayer map, but they are difficult to test. When i test them, the players are computer players, you know - so that the triggers have something to react to. But when I publish the map, i have to change these into human players both in the players options, game variants options as well as the triggers (recognize a player as human and active). This is a source of error and buggery! I think there should be a way to test the map where me - the tester - can switch between controlling different "fake" battle.net users with some menu option or button. This would help debugging of complicated custom multiplayer maps a LOT! Then i would not have to torture my friends and be forced to publish half-finished buggy maps :P
Let us play solo AI games in Arcade mode or custom maps with cheats...Some of us are not interested in achievements and as soon as you engage any of the single player cheats the achievements are disabled anyway so why can't we use them in arcade mode or custom game maps? There are dozens of maps that I enjoy playing solo with cheats yet thanks to the new system I can no longer enjoy that.