Simple Questions/Answers - Page 115
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a176
Canada6688 Posts
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Uvantak
Uruguay1381 Posts
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: 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 | ||
theworldofdustoerba
51 Posts
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
Uruguay1381 Posts
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. | ||
LoveTool
Sweden143 Posts
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Derpalisk
United States21 Posts
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
United States2824 Posts
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
United States21 Posts
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.. Edit again again: I'm blind and found time warp, but now I'm not sure why boosters aren't on medivacs. | ||
TheFish7
United States2824 Posts
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Derpalisk
United States21 Posts
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
United States2824 Posts
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Derpalisk
United States21 Posts
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
51 Posts
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
United States2824 Posts
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: 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. ![]() | ||
hobbidude
Canada171 Posts
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
51 Posts
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
Australia520 Posts
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Coppermantis
United States845 Posts
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
51 Posts
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meatpudding
Australia520 Posts
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. | ||
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