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 Fixus map.

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Chakra
Jean-Mii
6 posters
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Jean-Mii




Posts : 146
Join date : 2012-01-27

Fixus map. Empty
PostSubject: Fixus map.   Fixus map. EmptySat Apr 28, 2012 1:28 am

Chakra, since u gave people the ReVo map, I'm wondering if you can give also the sheeptag fixus one too?
I know a mapmaker that can add somethings we would like(i.e: vision on) so Fixus map could replace the actual Grr map which is full of bugs.
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Chakra




Posts : 357
Join date : 2012-01-21

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySat Apr 28, 2012 6:24 am

Fixus was always open to the public and posted on chatcraft.net (before the domain was lost. :/).
http://www.mediafire.com/download.php?xnlho3pz42f18kz
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008




Posts : 6
Join date : 2012-02-16

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySat Apr 28, 2012 11:39 am

Yea -vision on is pretty hard to add:(((

And grr map is just trash.
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Chakra




Posts : 357
Join date : 2012-01-21

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySat Apr 28, 2012 1:05 pm

I purposely didn't add it, la. ._. W/e.

Oh, here's the unreleased version I was working on.
http://www.mediafire.com/?uoj9m3ku03fo6ug
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XXXandBEER




Posts : 424
Join date : 2012-01-23

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySat Apr 28, 2012 1:10 pm

Jean-Mii wrote:

I know a mapmaker that can add somethings we would like(i.e: vision on)


omgmgmogmomgomogmogmomgm pls tell me who??!??!? I really want to learn how do to this!!!!!!! Its so hard to do omgoogmogmogomgomogm
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008




Posts : 6
Join date : 2012-02-16

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySun Apr 29, 2012 3:13 am

Yeh I heard by Chakra that you needed like 200 lines of vjass.
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Chakra




Posts : 357
Join date : 2012-01-21

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySun Apr 29, 2012 6:51 am

Or...


Add
Code:
    fogmodifier array fogM
    boolean visionOn = false
to script header after line 83:
Code:
    group doomedUnits = CreateGroup()

Add
Code:
        set fogM[i] = CreateFogModifierRect(Player(i), FOG_OF_WAR_VISIBLE, GetWorldBounds(), true, false)
to coreInit after line 55:
Code:
        call DisplayTimedTextToPlayer(Player(i), 0, 0, 3, infoString)

Add
Code:
                    elseif GetEventPlayerChatString() == "-vision" then
                        if visionOn then
                            call DisplayTextToPlayer(Player(n), 0, 0, color[i] + GetPlayerName(GetTriggerPlayer()) + "|r has disabled visibility!")
                            set t = 0
                            loop
                                exitwhen t == 12
                                call FogModifierStop(fogM[t])
                                set t = t + 1
                            endloop
                     set visionOn = false
                        else
                            call DisplayTextToPlayer(Player(n), 0, 0, color[i] + GetPlayerName(GetTriggerPlayer()) + "|r has enabled visibility!")
                            set t = 0
                            loop
                                exitwhen t == 12
                                call FogModifierStart(fogM[t])
                                set t = t + 1
                            endloop
                     set visionOn = true
                        endif
to sheepCommands after line 58:
Code:
                    elseif GetEventPlayerChatString() == "-destroy all farms" then
                        call DisplayTextToPlayer(Player(n), 0, 0, color[i] + GetPlayerName(GetTriggerPlayer()) + "|r has destroyed all the farms!")
                        if n == 0 then
                            set g = CreateGroup()
                            call GroupEnumUnitsInRect(g, GetWorldBounds(), function Trig_sheepCommands_RemoveProperFarms)
                            call DestroyGroup(g)
                            set g = null
                        endif


So 21 lines of code.


Last edited by Chakra on Sun Apr 29, 2012 1:06 pm; edited 2 times in total
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lpvb




Posts : 11
Join date : 2012-04-29

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySun Apr 29, 2012 6:14 pm

Wouldn't it be simpler just to add

Code:
boolean visionOff = true

after

Code:
gobals

in the script header, this

Code:
if GetEventPlayerChatString() == "-vision" then
set visionOff = not visionOff
call FogMaskEnable(visionOff)
call FogEnable(visionOff)
endif

after

Code:
if Player(i) == GetTriggerPlayer() then

and this

Code:
call TriggerRegisterPlayerChatEventAll(gg_trg_sheepCommands, "-vision", true)

before

Code:
call TriggerAddAction(gg_trg_sheepCommands, function Trig_sheepCommands_Actions)

in sheepCommands? That's like 7 lines.
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Chakra




Posts : 357
Join date : 2012-01-21

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySun Apr 29, 2012 7:28 pm

Sure. Didn't know those functions existed. Or forgot about them. But the point was to keep it with the other host commands.

Either way, your doodads are still ugly.


And perhaps you should try developing ReVo--I'm sure you're competent enough. You said my code was ugly, wait till you see that. ^^
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lpvb




Posts : 11
Join date : 2012-04-29

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySun Apr 29, 2012 8:06 pm

Chakra wrote:
Sure. Didn't know those functions existed. Or forgot about them. But the point was to keep it with the other host commands.

Either way, your doodads are still ugly.


And perhaps you should try developing ReVo--I'm sure you're competent enough. You said my code was ugly, wait till you see that. ^^

I've seen it. GUI. Hell no. Not bothering.
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lpvb




Posts : 11
Join date : 2012-04-29

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptySun Apr 29, 2012 9:49 pm

Perhaps no one bothers to edit your maps because it isn't well commented, hard to read, and not modular enough to add new features easily? Anyways, I might try to rip the terrain from revo and integrate it into Ultimate's as an alternative terrain option similar to Trolls vs Elves.
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Chakra




Posts : 357
Join date : 2012-01-21

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptyMon Apr 30, 2012 4:40 am

Fixus is perfectly modular enough.

ReVo, however, had no forethought. The map has been continuously developed since 2002 with no aim. The code is very, very haphazard. The majority of the map (of what Gosu did) is in GUI, mine is in vJASS (thought much of it is simply converted and cleaned a little).

It is still shitty and utterly impossible to really modify without some random bug appearing.
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Jean-Mii




Posts : 146
Join date : 2012-01-27

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptyWed May 02, 2012 2:04 am

it's japonese for me.
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I_think_I_own




Posts : 138
Join date : 2012-02-01

Fixus map. Empty
PostSubject: Re: Fixus map.   Fixus map. EmptyWed May 02, 2012 8:13 pm

Rofl !!! @ chakra calling doodads ugly. More like his face is ugly LOL

I heard chakra = made 24 lines of coding to do the switch mode in revo? Some1 correc me if im wrong but chakra spent hours on coding that wud take minutes

Lolwtf shit mapmaker = shitty map = declined activity = downfall/death of st
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