Staredit Network > Forums > SC2 Assistance > Topic: A Few Questions: Hide Veterancy
A Few Questions: Hide Veterancy
Feb 17 2013, 1:52 am
By: sharf  

Feb 17 2013, 1:52 am sharf Post #1



Hi all,

I recently picked up SC2 because of Blizzards combo deal, and I'm giving mapping a crack. I started out by making a hero unit that levels up, has attributes, abilities, inventory, equipment etc. So far, so good, except that I have hit 2 snags that I want to deal with before I start trying to make a real map.

The first is that I want one player to have a hero unit, and the other players not to, but the other players can't see that the one player is a hero. So far, I have been successful at hiding the behavior with flags, but that hides it for everyone, including the controller. Does anyone have any ideas how to accomplish this?

My second snag is in the look of the item containers. I have one for the inventory, and one for equipment. The problem is in adjusting the look of the equipment interface. I want to have slots for different equipment, and I want to have a background to represent the pieces, so say, the helmet slot is above someone's head. So far, I have found that the only way to adjust the size of the interface is to adjust the location of inventory slots (their column and row) which means that to have a large interface means I need to have an awkward slot, or a dummy slot. I have also gotten a unit model to work, but it covers the slots, and doesn't go behind them. Any thoughts here?

My other question is about manipulating in game chat. My end goal is to make it so that players can't hear each other without units being within a certain distance. Is this possible?

Thanks all, sharf.



None.

Feb 17 2013, 7:59 pm DevliN Post #2

Woah

Quote from sharf
The first is that I want one player to have a hero unit, and the other players not to, but the other players can't see that the one player is a hero. So far, I have been successful at hiding the behavior with flags, but that hides it for everyone, including the controller. Does anyone have any ideas how to accomplish this?
Unfortunately there's no other way, as far as I can tell. The only other thing I can suggest is making every unit a hero based on behavior flags, so they all look the same at least when they're selected.

Quote from sharf
My second snag is in the look of the item containers. I have one for the inventory, and one for equipment. The problem is in adjusting the look of the equipment interface. I want to have slots for different equipment, and I want to have a background to represent the pieces, so say, the helmet slot is above someone's head. So far, I have found that the only way to adjust the size of the interface is to adjust the location of inventory slots (their column and row) which means that to have a large interface means I need to have an awkward slot, or a dummy slot. I have also gotten a unit model to work, but it covers the slots, and doesn't go behind them. Any thoughts here?
The inventory system is definitely clunky. You can either try to manipulate it so that the slots are next to the location of the armor piece (i.e. next to the head, on the sides of either arm, etc.) or you can try to create an inventory system through triggers. The latter option is much more complex, but gives you the most freedom ultimately. If you've seen Ahli's Diablo - Mortal Shrouds map, he does that inventory through triggers.

Quote from sharf
My other question is about manipulating in game chat. My end goal is to make it so that players can't hear each other without units being within a certain distance. Is this possible?
I'm assuming this is possible, but I'm not familiar with manipulating the game chat and I'm guessing it would be very limited. It would probably involve disabling in-game chat in some way while you are not in the same region as another character (as in have a region follow your unit, and enable chat only when another unit is in it as well). That said, I don't think you can limit who speaks in chat so it would still be the same global chat for anyone to see while it is enabled.



:devlin: Currently Working On: :devlin:
Myself

Feb 17 2013, 9:49 pm sharf Post #3



Thanks DevliN,
That's kind of disappointng but I think I can work around it. My issue with making everyone a hero is you could clearly see who has the higher level. That also means that i can't hide the unit stats from other players either...

As for the inventory, I'll have to give that a look.

Thanks again!



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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