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Simple Questions/Answers - Page 105

Forum Index > SC2 Maps & Custom Games
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crispy110
Profile Joined June 2012
United States9 Posts
November 29 2012 02:51 GMT
#2081
How to go into a particular replay and edit the camera and be able to change it three dimensionally? Like camera angles outside of zoom in, zoom out, basic angle, delete and insert angles. Like have the camera be completely top down or pan along the map parallel to it. Got some shots for a short and these angles would work out great.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 30 2012 00:05 GMT
#2082
^ Don't think you can do that in a replay... the camera editor and cinematics editor in galaxy are pretty simple to use though with some basic triggers.
~ ~ <°)))><~ ~ ~
Namrufus
Profile Blog Joined August 2011
United States396 Posts
November 30 2012 05:12 GMT
#2083
On November 10 2012 00:51 Wiss wrote:
Show nested quote +
On November 08 2012 23:24 Drake Merrwin wrote:
On November 08 2012 23:06 Wiss wrote:
Maybe a silly question... The background image when creating a map on a space platform was there the last time I loaded up the editor, but now its constantly black. I've made sure the background image is there in the map info options, and that show background is selected in View. It wont even appear when I generate a map image but shows when playing in game, is there any other way to make it appear in editor?


View>>show background(k).

The editor sometimes does this where it just fucks with your view settings.

Still nothing, thanks though.


It could be the clipping plane is too short: ctrl-scroll-down increases the clipping plane distance, vice-versa for scroll-up.
I think I read this somewhere on TL map forums recently, I forget where tho, credit goes to the guy that explained that first.
This is it... the alpaca lips.
LastAergerer
Profile Joined December 2012
6 Posts
December 01 2012 23:05 GMT
#2084
Hello, I enjoy Starcraft 2 and just registered on this forum. I would respectfully like to ask a question:

I have seen the map Bel'Shir Vestige used in tournaments that are streamed around the world. However, here on the European battle.net servers this map is nowhere to be found. Furthermore, despite my efforts with Google, I have not been able to find a website that offers this map for download. Searches in battle.net Arcade and Custom Games mode have also produced no results.

The question: Where can I download this map and/or how do I host and play on it on the European battle.net servers?
Fatam
Profile Joined June 2012
1986 Posts
December 02 2012 06:08 GMT
#2085
You could always play Daybreak and just pretend that it's rotated (snicker) http://i.imgur.com/cRUe0.jpg

Maybe someone who has KR + EU or NA + EU accounts can post it for you. Not sure.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2012-12-02 06:17:00
December 02 2012 06:16 GMT
#2086
On December 02 2012 08:05 LastAergerer wrote:
Hello, I enjoy Starcraft 2 and just registered on this forum. I would respectfully like to ask a question:

I have seen the map Bel'Shir Vestige used in tournaments that are streamed around the world. However, here on the European battle.net servers this map is nowhere to be found. Furthermore, despite my efforts with Google, I have not been able to find a website that offers this map for download. Searches in battle.net Arcade and Custom Games mode have also produced no results.

The question: Where can I download this map and/or how do I host and play on it on the European battle.net servers?


Mapmakers for the most part do not immediately release their map to the public for open download so you will most likely not be able to just take it. You will have to ask the creator to upload to eu server; I believe its made by EastWindy of team crux which is why your seeing it globally as its from gsl which is korean based.
mogoh
Profile Joined August 2011
Germany109 Posts
Last Edited: 2012-12-06 11:19:38
December 05 2012 21:24 GMT
#2087
Hi.


I want to use some Campaign Units in a Multiplayer map, e.g. the Medic. I know that I can add dependencies, but when I do, every thing is (of curse) doubled. How do I detemine, that all units are the standard melee units besides my specific changes?
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2012-12-06 14:51:51
December 06 2012 14:51 GMT
#2088
Can I somehow make a new ability that issues a move command a split second before it turns into an attack/patrol? I've been tinkering, but my knowledge of the editor is not good enough to figure this out.

Q: Is it possible to create one command/ability that issues two orders in short succession?
hobbidude
Profile Joined December 2010
Canada171 Posts
December 07 2012 10:01 GMT
#2089
On December 06 2012 06:24 mogoh wrote:
Hi.

I want to use some Campaign Units in a Multiplayer map, e.g. the Medic. I know that I can add dependencies, but when I do, every thing is (of curse) doubled. How do I detemine, that all units are the standard melee units besides my specific changes?


In the data editor under the specific section there is a "data source" dropdown that allows you to select and show untis specific to dependencies or your own changes.


On December 06 2012 23:51 LaLuSh wrote:
Can I somehow make a new ability that issues a move command a split second before it turns into an attack/patrol? I've been tinkering, but my knowledge of the editor is not good enough to figure this out.

Q: Is it possible to create one command/ability that issues two orders in short succession?


I believe you want to looking into multi-stage abilities. http://www.sc2mapster.com/forums/resources/tutorials/8990-data-multi-phase-spells-advanced-difficulty/
mogoh
Profile Joined August 2011
Germany109 Posts
December 07 2012 12:54 GMT
#2090
On December 07 2012 19:01 hobbidude wrote:
Show nested quote +
On December 06 2012 06:24 mogoh wrote:
Hi.

I want to use some Campaign Units in a Multiplayer map, e.g. the Medic. I know that I can add dependencies, but when I do, every thing is (of curse) doubled. How do I detemine, that all units are the standard melee units besides my specific changes?


In the data editor under the specific section there is a "data source" dropdown that allows you to select and show untis specific to dependencies or your own changes.



That's not what I meant. There are four Standard Dependencies: Liberty (Mod), Liberty Multi (Mod), Liberty (Campaign) and Liberty Story (campaign). Let's say, I add all these to my map. Than, for example the Nexus appers three times in the Data Editor. But which one of this three is the one, used in the Game?

What I want is, that all units are standard melee units, except some changes. So melee units should be prefered. To be more concrete. I want a Standard Barrack, but with the ability to train Medics. So how can I assure, the the SCV does not Build the Barracks from the campaign module?
mogoh
Profile Joined August 2011
Germany109 Posts
December 07 2012 13:26 GMT
#2091
Ok, I think there is a bug in the editor. While adding the Dependencies, one can set the priority with moving them up and down. But those dependencies are not always working correct, becurse the Nexus now has no energie, and the starport can build scouts.
Kambing
Profile Joined May 2010
United States1176 Posts
December 09 2012 18:04 GMT
#2092
Is there any guidance to publishing a map as a custom map vs. an arcade map? My map is a melee map with a small twist, so it seems like it should be a custom map. But the arcade UI is so much better than the custom UI that it seems like all new creations should go into the Arcade.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-12-09 19:25:37
December 09 2012 19:25 GMT
#2093
Is there anyway to make pylons not show their power field when selected? Only when you build structures, other pylons or warp in. In my mod the nexus has a power field. You can see how this would be problematic if your computer is slower. Every time you wanna build a worker it drops the frame rate. =(
Veloh15
Profile Joined January 2012
United States161 Posts
Last Edited: 2012-12-10 20:51:44
December 10 2012 20:50 GMT
#2094
Is it possible to have 3 different cliff types in a map, one of which has no mesh?
(I am using the HoTS beta editor btw)
itraveltime
Profile Joined June 2011
6 Posts
December 11 2012 22:40 GMT
#2095
Hi, anyone here know of a custom map that's kind of like a coop vs ai where you have a base and have to macro, make units, etc except the ai has been modded to something other than the standard three races or they already have a stronghold set up or something of that sort
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-12-11 23:23:04
December 11 2012 23:20 GMT
#2096
On December 11 2012 05:50 Veloh15 wrote:
Is it possible to have 3 different cliff types in a map, one of which has no mesh?
(I am using the HoTS beta editor btw)

Should be? You can have 4 cliffs, unless this was changed in HotS.


On December 10 2012 03:04 Kambing wrote:
Is there any guidance to publishing a map as a custom map vs. an arcade map? My map is a melee map with a small twist, so it seems like it should be a custom map. But the arcade UI is so much better than the custom UI that it seems like all new creations should go into the Arcade.

There has been some discussion, and if you plan on seriously trying to promote a map, you might want to search for it. But if it's just a map for fun, it's usually easier to explain and find on arcade, and most people look there by default. Big picture doesn't really matter. In HotS there's supposed to be a nice arcade-style feature for custom (melee) maps.
Comprehensive strategic intention: DNE
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
December 12 2012 15:23 GMT
#2097
On December 12 2012 08:20 EatThePath wrote:
Show nested quote +
On December 11 2012 05:50 Veloh15 wrote:
Is it possible to have 3 different cliff types in a map, one of which has no mesh?
(I am using the HoTS beta editor btw)

Should be? You can have 4 cliffs, unless this was changed in HotS.


Lets say I wanna make a high ground that is 2 different cliffs at the same time. I've seen people do this and I never understood this. howzers..... Also I desperately need an answer to that power field question. QQ
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-12-12 16:06:06
December 12 2012 16:05 GMT
#2098
On December 13 2012 00:23 Drake Merrwin wrote:
Show nested quote +
On December 12 2012 08:20 EatThePath wrote:
On December 11 2012 05:50 Veloh15 wrote:
Is it possible to have 3 different cliff types in a map, one of which has no mesh?
(I am using the HoTS beta editor btw)

Should be? You can have 4 cliffs, unless this was changed in HotS.


Lets say I wanna make a high ground that is 2 different cliffs at the same time. I've seen people do this and I never understood this. howzers..... Also I desperately need an answer to that power field question. QQ


check in the actors data. these usually contain all the action-and-related animation data.
starleague forever
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
December 12 2012 16:07 GMT
#2099
On December 13 2012 01:05 a176 wrote:
Show nested quote +
On December 13 2012 00:23 Drake Merrwin wrote:
On December 12 2012 08:20 EatThePath wrote:
On December 11 2012 05:50 Veloh15 wrote:
Is it possible to have 3 different cliff types in a map, one of which has no mesh?
(I am using the HoTS beta editor btw)

Should be? You can have 4 cliffs, unless this was changed in HotS.


Lets say I wanna make a high ground that is 2 different cliffs at the same time. I've seen people do this and I never understood this. howzers..... Also I desperately need an answer to that power field question. QQ


check in the actors data. these usually contain all the action-and-related animation data.


I did. I can't find anything on selection or stuff. =(
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
Last Edited: 2012-12-13 01:11:59
December 13 2012 01:05 GMT
#2100
On December 13 2012 01:07 Drake Merrwin wrote:
Show nested quote +
On December 13 2012 01:05 a176 wrote:
On December 13 2012 00:23 Drake Merrwin wrote:
On December 12 2012 08:20 EatThePath wrote:
On December 11 2012 05:50 Veloh15 wrote:
Is it possible to have 3 different cliff types in a map, one of which has no mesh?
(I am using the HoTS beta editor btw)

Should be? You can have 4 cliffs, unless this was changed in HotS.


Lets say I wanna make a high ground that is 2 different cliffs at the same time. I've seen people do this and I never understood this. howzers..... Also I desperately need an answer to that power field question. QQ


check in the actors data. these usually contain all the action-and-related animation data.


I did. I can't find anything on selection or stuff. =(


Actors for Pylon Power Field are located under Behavior, with the name "Pylon - Power Source"

The 2 actors used are called "Power" and "PowerLow (unnamed)"

Duplicate the behavior "Pylon - Power Source" Then delete the "actors" Category and apply this copied behavior to the Nexus.

This should work.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
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