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Multiple maps online??/Hero transfering

02-28-2006, 10:09 PM#1
Warlin
I realized i havent posted here yet, but im probably only going to be posting for my problems until i get to be a vetran at triggers and mapmaking.

Anyways, is it possible to make a multiple map session without having to rehost on battlenet?
and if so, how?
If not, is is posible to transfer one hero from one map to another using the same game cache over B-net?...
one more thing, I tried to use a simple command of -load and -save with out a code but it didnt work online when I played my map with different groups of people. It'd be really nice if you could tell me this stuff , and if all posible no JASS please! I think Game-maker coding is hard
02-28-2006, 10:21 PM#2
shadow1500
1. must rehost
2. cannot save gamecache on bnet
03-01-2006, 01:21 AM#3
Warlin
that sucks
03-01-2006, 05:33 AM#4
Zandose
You can have more then one map in a map, but it's really hard and you can't change players. It's simple but complex and I won't do it for you.

Basicly you store the whole map in triggers. With triggers you can make/remove almost anything you want there by creating a hole new map.

Start with a blank flat map with deep water. Now you design a level but instead of placing the doodads on the map you store it in a variable. Now just use those kind of triggers below.
Code:
Actions
    -------- Covers up the water. --------
    Environment - Create a 0.01 second Permanent crater deformation at (Center of (Entire map)) with radius 1000000000.00 and depth -256.00
    -------- Use circle and line deformations to create hills and rivers. --------
    Environment - Create a 1000000.00 second Temporary crater deformation at (Center of (Playable map area)) with radius 512.00 and depth 64.00
    Environment - Create a 1000000000.00 second wave deformation from (Center of (Playable map area)) to (Center of (Playable map area)) with radius 256.00, depth 96.00, and a 0.00 second trailing delay
    Environment - Stop (Last created terrain deformation) over 0.00 seconds
    -------- - --------
    Environment - Change terrain type at (Center of (Playable map area)) to Lordaeron Summer - Dirt using variation -1 in an area of size 1 and shape Circle
    -------- - --------
    Destructible - Create a Summer Tree Wall at (Center of (Playable map area)) facing (Random angle) with scale 1.00 and variation 0
    Destructible - Kill (Last created destructible)
    -------- - --------
    Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
    Unit - Kill (Triggering unit)

There are limites to what you can do.
If you need a cliff i suggest you use a terrain that looks rocky and use pathing blockers.

If you have any questions just ask and I'll try to answer
03-01-2006, 11:08 AM#5
Warlin
ugh....ive tried two coding languages already and those were realy basic... im not sure if i want to tackle another one
03-01-2006, 01:46 PM#6
Zandose
No JASS nedded. GUI will work fine.
03-01-2006, 02:10 PM#7
Vexorian
Quote:
Originally Posted by Warlin
ugh....ive tried two coding languages already and those were realy basic... im not sure if i want to tackle another one
both JASS and GUI are really basic languages
03-02-2006, 12:08 AM#8
SomeStranger
Creating enviromental changes at ANY point during the game no matter how large or small cause INSANE amounts of lag. Creating an entire map.....you might as well end the game there will be so much lag.
03-02-2006, 12:13 AM#9
Zandose
Quote:
Originally Posted by SomeStranger
Creating enviromental changes at ANY point during the game no matter how large or small cause INSANE amounts of lag. Creating an entire map.....you might as well end the game there will be so much lag.
You need to use waits. It will take some time for it to load but I think its worth it.