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Simple Questions/Answers - Page 115

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 113 114 115 116 117 182 Next
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 17 2013 21:40 GMT
#2281
find an unlocked version of the map and copy it out.
starleague forever
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 17 2013 22:59 GMT
#2282
On May 18 2013 06:34 theworldofdustoerba wrote:
Hi, is there any way to use arcade doodads in melee map modes in the editor? I want to use a specific doodad but it's only applicable in the arcade version of a map.

What i do when i face something like that is to open the campaing MPQ's with Ladik's MPQ editor, and then export the m3 model of the doodad and then reimport it to the editor again (with the import thingie of the editor),then to use the model go to Actors in the data editor and change the model of any doodad you find there and you don't want to use in your map to the model you imported, now place that doodad in the terrain editor and you should have your campaing doodad instead of your original one.

Confusing at the start, yes, but when you finally do it you will be able to use almost any campaing doodad in your melee maps without having to load the campaing dependencies into the map.

On May 15 2013 21:27 FlyingBeer wrote:
Show nested quote +
On May 12 2013 06:48 Uvantak wrote:
You can only have 4 height levels, and since the lowest is unusable you can only "use" 3 levels in the editor (for god knows why reasons)..
I have being trying to create more levels via doodads but for the moment i have been unsuccesful with that :/


You can raise and lower the terrain height with a brush to create new levels. Then just smooth the top out. If you want to create cliff edges, cover them up with doodads and then use pathing to make the area unwalkable. If you want to make the doodads to appear like they're the ground, then hide the terrain underneath the doodads, cover the black floor up with water, and use pathing to select the unwalkable parts. This is how "bridges" are made.


I have my own ways of creating bridges, for these i use the Data editor, it's a hairy process but is totally worth it when you can end up with one these protoss light bridges ^^

The thing about the terrain bridges is that they are very easy to make and are extremelly customizable since you can change the textures and almost everything on them, but i must say that i prefer my own way of making bridges :p
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2013-05-18 02:44:03
May 18 2013 01:52 GMT
#2283
@Uvantank

Hi, thx for the help, I understand the process but I'm not sure how to do the, "campaing MPQ's with Ladik's MPQ editor, and then export the m3 model of the doodad" part.

Also, I've been trying my best to create a simple observer map where I have 2 Computer A.I.'s going against each other on my 1v1 map, and me being the observer in the game. I successfully did it, but the only problem now is, how to enable camera following so that my camera follows the computer that is playing, instead of me having to click to where i want to go in order to follow them. Anyone know how to do something like the camera following aspect in 1v1 Obs peep mode?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-05-18 03:25:31
May 18 2013 03:16 GMT
#2284
The Ladik's mpq editor is a program that let's you open the game files (mpq's) under the folder in which sc2 is installed, you browse under the campaign folder for the campaign you want to extract the model from (Liberty or Swarm, don't use the Story folders since those have mainly sounds of the campaign and stuff like that), then you just open the Base.SC2Assets file with the Ladik's editor and you can start exporting the models/sounds/everything to the folder of your choosing (press F5 to export the file iirc), the usable models are the .m3 ones, so any file that has that extension name is a model that you could use as a doodad.

And to finish there aren't THAT much cool & usable models under the campaign assets of the HotS campaign, but there a LOTS of them under the WoL one.

So to sumarize.
▼ Install Ladik's
▼ Go to C:\Program Files (x86)\StarCraft II\Campaigns (only in win7 64bits)
▼ Choose your campaing (Swarm or Liberty)
▼ Open Base.SC2assets with Ladik's MPQ editor (left click the icon "open with" → search for Ladik's MPQ editor)
▼ In the Swarm campaign the big chunk of .m3 files is in StoryModeCharacters, StoryModeProps and StoryModeSets



About the follow camera thing, i don't think it can be done, i'm not a programer but for what i know about the AI is that it controls whener it likes, it isn't bound to clicking "inside a monitor" like a user, instead it selects any unit you give it to control. I could be mistaken but that's what i have read about the topic.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
LoveTool
Profile Joined April 2012
Sweden143 Posts
May 18 2013 10:58 GMT
#2285
@A176: Thanks! Somehow I had accidentally created a unit group. Removing it fixed the issue.
Derpalisk
Profile Joined May 2011
United States21 Posts
May 19 2013 19:11 GMT
#2286
Hey, everyone. I've looked around online a bit to see how to do some things, and I figured out the basic things I need to do. However, I'm still having a few issues.

1. I cannot find "Time Warp" in the abilities and the Mothership Core has Energize.. Energize. From the beta. I'm loading the ladder version of Akilon Wastes, so I wouldn't think this is a problem.

2. Maybe I didn't look around enough, but I couldn't find anyone discussing how to REMOVE an ability from a unit (and it wasn't as easy as pressing delete). Example: removing stimpack from marines (not that I would do this of course).
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 19 2013 19:36 GMT
#2287
1. Check your dependencies, you probably have the HotS beta dependency loaded, or you may be looking at the wrong mothership core unit (there can be several)

2. In the data editor, go to the units tab. Find the unit you want and edit the field (Basic) Ability: Abilities. You can add/remove them from here. After this make sure to also remove it from the unit's command card.
~ ~ <°)))><~ ~ ~
Derpalisk
Profile Joined May 2011
United States21 Posts
Last Edited: 2013-05-19 20:32:58
May 19 2013 20:04 GMT
#2288
On May 20 2013 04:36 TheFish7 wrote:
1. Check your dependencies, you probably have the HotS beta dependency loaded, or you may be looking at the wrong mothership core unit (there can be several)


I had the "Swarm" dependency loaded.. I tried reloading it and loading the "multi" one to no avail.. I'm not sure what's wrong. There's only one "mothership core" (there is a separate one for its attack, but I want to see the unit).

I'm just trying to find where "time warp" is for now, but it's not under "mothership core," "oracle," or just "time warp."

Edit: Medivacs do not show up with boosters either..
Edit again: I found the "time warp" button when making the button.. But there is no such ability! I even found the "emergency thrusters," but they are not on the medivac.. This thing is confusing.
Edit again again: I'm blind and found time warp, but now I'm not sure why boosters aren't on medivacs.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 19 2013 23:06 GMT
#2289
Hmmm, you're right. I can't find time warp on there either.
~ ~ <°)))><~ ~ ~
Derpalisk
Profile Joined May 2011
United States21 Posts
May 19 2013 23:21 GMT
#2290
On May 20 2013 08:06 TheFish7 wrote:
Hmmm, you're right. I can't find time warp on there either.

The Swarm "multi" mod must be loaded.. I still don't know why boosters aren't on medivacs though.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 20 2013 00:12 GMT
#2291
Oh right, its going to be the same problem then; the medivac from Swarm.mod does not have boosters while the medivac from SwarmMulti.mod does.
~ ~ <°)))><~ ~ ~
Derpalisk
Profile Joined May 2011
United States21 Posts
May 20 2013 00:13 GMT
#2292
On May 20 2013 09:12 TheFish7 wrote:
Oh right, its going to be the same problem then; the medivac from Swarm.mod does not have boosters while the medivac from SwarmMulti.mod does.

Medivacs do not have boosters in the swarm multi mod either, AND it will not let you publish a map that uses "swarm multi mod" as a dependency..

theworldofdustoerba
Profile Joined November 2012
51 Posts
May 22 2013 21:08 GMT
#2293
Hi I have been thinking of putting some environment mechanics in my melee map, but I'm not sure how to make these work: (and the theme of my map is an infested snow station so hence these types of mechanics):

1) Neutral alien species (Spine Crawler) that attacks either player.

2) Neutral alien species again, this time, the Leviathan unit which spawns in 10 mins and then every x minute, yet allowing a maximum of one to be present on the map until killed. An alarm post sounds when there is a Leviathan entering the map (Just like the alarm sounds by the signal posts in the WoL campaign level Zero Hour where when the zerg is about to assault your base, the alarm sounds as a warning).

3) Falling asteroids that lands at a designated "no man's land" asteroid hotspot. (basically asteroids that come down on the map and blast the area which may hurt player units if within the blast radius.)

4) Falling Zerg drop pods with few alien units popping out, just like the idea in 3) .
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2013-05-23 00:39:03
May 23 2013 00:35 GMT
#2294
1) You can add hostile units by adding units for Player 15
2) Not possible in melee as far as I know
3) Not possible in melee as far as I know
4) Not possible in melee as far as I know

On May 20 2013 09:13 Derpalisk wrote:
Show nested quote +
On May 20 2013 09:12 TheFish7 wrote:
Oh right, its going to be the same problem then; the medivac from Swarm.mod does not have boosters while the medivac from SwarmMulti.mod does.

Medivacs do not have boosters in the swarm multi mod either, AND it will not let you publish a map that uses "swarm multi mod" as a dependency..

Its in there on mine. Not sure about the publishing bit though, I haven't *published* any HotS arcade maps yet.

[image loading]
~ ~ <°)))><~ ~ ~
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2013-05-24 06:54:23
May 24 2013 06:53 GMT
#2295
On May 23 2013 06:08 theworldofdustoerba wrote:
Hi I have been thinking of putting some environment mechanics in my melee map, but I'm not sure how to make these work: (and the theme of my map is an infested snow station so hence these types of mechanics):

1) Neutral alien species (Spine Crawler) that attacks either player.

2) Neutral alien species again, this time, the Leviathan unit which spawns in 10 mins and then every x minute, yet allowing a maximum of one to be present on the map until killed. An alarm post sounds when there is a Leviathan entering the map (Just like the alarm sounds by the signal posts in the WoL campaign level Zero Hour where when the zerg is about to assault your base, the alarm sounds as a warning).

3) Falling asteroids that lands at a designated "no man's land" asteroid hotspot. (basically asteroids that come down on the map and blast the area which may hurt player units if within the blast radius.)

4) Falling Zerg drop pods with few alien units popping out, just like the idea in 3) .



I just wanted to add that while fish7 mentioned these are not possible is a "melee" map like that used for blizzard ladder, these are all very easily done for a custom game like that in the arcade. Number 2 would be done in a periodic trigger while 3 and 4 would be initiated through triggers but actually done by a data ability.
theworldofdustoerba
Profile Joined November 2012
51 Posts
May 24 2013 07:30 GMT
#2296
How can I take screenshots of my melee map's game mechanics in action like these?

http://www.videogamesloop.com/wp-content/gallery/starcraft-2/starcraft_ii_1.jpg

http://icdn1.digitaltrends.com/image/starcraft-ii-free-to-play-650x0.jpg

http://www.examiner.com/images/blog/wysiwyg/image/starcraft2screenshot2.jpg

http://1.bp.blogspot.com/-0HyzTCilUs8/UUTXp7M1T-I/AAAAAAAAAWQ/RMtR0A9cvxs/s1600/Starcraft-2-Heart-of-the-Swarm-2.jpg

http://www.videogamesloop.com/wp-content/gallery/starcraft-2/starcraft_ii_6.jpg

http://files.doobybrain.com/wp-content/uploads/2007/10/starcraft-2-terran.jpg
meatpudding
Profile Joined March 2011
Australia520 Posts
May 24 2013 10:10 GMT
#2297
Is anyone able to compile the map analyzer tool at the moment? I have a patch for it, so if someone can build it for all platforms then I'll submit it to the repository.
Be excellent to each other.
Coppermantis
Profile Joined June 2012
United States845 Posts
May 24 2013 23:00 GMT
#2298
On May 24 2013 16:30 theworldofdustoerba wrote:
How can I take screenshots of my melee map's game mechanics in action like these?

http://www.videogamesloop.com/wp-content/gallery/starcraft-2/starcraft_ii_1.jpg

http://icdn1.digitaltrends.com/image/starcraft-ii-free-to-play-650x0.jpg

http://www.examiner.com/images/blog/wysiwyg/image/starcraft2screenshot2.jpg

http://1.bp.blogspot.com/-0HyzTCilUs8/UUTXp7M1T-I/AAAAAAAAAWQ/RMtR0A9cvxs/s1600/Starcraft-2-Heart-of-the-Swarm-2.jpg

http://www.videogamesloop.com/wp-content/gallery/starcraft-2/starcraft_ii_6.jpg

http://files.doobybrain.com/wp-content/uploads/2007/10/starcraft-2-terran.jpg


Play a game on your map vs. a human or AI opponent and take pictures screenshots. (Print Screen function takes a picture and stores it in Documents > Starcraft II > [Account name] > Screenshots, in case you didn't know. )
theworldofdustoerba
Profile Joined November 2012
51 Posts
May 24 2013 23:05 GMT
#2299
@Coppermantis: Oh ok thx. How can I remove UI and all that as well? Also do you know the take screenshot command for MacBook Pro? Thx.
meatpudding
Profile Joined March 2011
Australia520 Posts
May 24 2013 23:57 GMT
#2300
On May 25 2013 08:05 theworldofdustoerba wrote:
@Coppermantis: Oh ok thx. How can I remove UI and all that as well? Also do you know the take screenshot command for MacBook Pro? Thx.

You should be able to remove the UI by watching it as a replay.
Be excellent to each other.
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