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Simple Questions/Answers - Page 117

Forum Index > SC2 Maps & Custom Games
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RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 01 2013 18:48 GMT
#2321
On July 02 2013 02:43 DilemaH wrote:
Show nested quote +
On July 02 2013 02:11 TrumpetWilli wrote:
Hello i have a short question about an arcade map i have in my mind and if it's possible to bring those features in:

I thought about a standard 3v3 map with just two additional features:

1. If you kill an unit (/besides workers & locusts, broodlings...) of your opponent, it should be teleported to a point in your base (like 5-10 seconds after) and henceforth battle for your own team.

2. There should be an area (or more maybe two different areas i'm not sure by now) where you can get "King of the Hill" like minerals and gas because i want to have little overall resources because i would like to have a fast game.

I have to say that i am not very familiar with the Editor but this is only a yes or no question i don't necesserely need to know how to do it, just want to know if it's possible or not so that i can go further on with my mapmaking and don't do anything pointless.



You would have to use the data editor to bring in that feature. Im not familiar with it, but I know as a fact starcrfat does not come with that functionality.


Pretty much all of this can be done with triggers, no need for the data editor.

Create a region for the hill, then make a trigger that checks to see if there is a unit from a player in the region, if so, give them money, wait some amount of time, and then reset the trigger.

Create a region by each players base. Create a trigger whenever a unit dies (or kills, two ways to do it), spawn 1 unit of the same type under the control of the player who killed the unit at the region associated with that player.
watchlulu
Profile Joined February 2013
Germany475 Posts
July 01 2013 21:15 GMT
#2322
Thanks for all the answers, will try it out tomorrow
Have a nice day!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 01 2013 21:17 GMT
#2323
So has anyone figured out a way to have bridges that you can go on top of and underneath yet?
~ ~ <°)))><~ ~ ~
unknown soldier
Profile Joined May 2013
38 Posts
Last Edited: 2013-07-02 11:31:24
July 02 2013 08:12 GMT
#2324
how to use editor for starter edition ? some people say that you just open it but when i open the one in the main directory of game it needs to log in to validate and do not accept my starter account
being an unknown soldier is the ultimate sacrifice you fight you die and no one knows
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 02 2013 13:40 GMT
#2325
I doubt they'd let you use the editor with the starter edition.
~ ~ <°)))><~ ~ ~
Trenox
Profile Joined July 2013
Denmark5 Posts
July 02 2013 16:34 GMT
#2326
When i try to publish my map for the first time i get a dependency issue with SwarmStoryUtil.SC2Mod.

Is it because I've edited a units properties? (its a single player map so I've made some tweaks).

thanks!
meatpudding
Profile Joined March 2011
Australia520 Posts
July 03 2013 02:52 GMT
#2327
On July 03 2013 01:34 Trenox wrote:
When i try to publish my map for the first time i get a dependency issue with SwarmStoryUtil.SC2Mod.

Is it because I've edited a units properties? (its a single player map so I've made some tweaks).

thanks!


Did you modify a WoL map? Sound s like you might have.

Check File->Dependencies... and add Swarm (Mod) and Swarm Multi (Mod)
Be excellent to each other.
Trenox
Profile Joined July 2013
Denmark5 Posts
July 03 2013 09:33 GMT
#2328
Thanks!

No I've made a map from scratch but made a new version of a ghost to be used as the hero unit.

if i add swarm multi i get this problem:

http://trenox.junkworks.org/sc2/ghost_quest/gq_dependency_01.jpg

(sorry cant use the image tags as a new user...)
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 03 2013 09:52 GMT
#2329
I think Swarm Multi should be the only one you have.
Trenox
Profile Joined July 2013
Denmark5 Posts
July 03 2013 12:08 GMT
#2330
I cant remove SwarmStoryUtil.SC2Mod - im blocked by this:

http://trenox.junkworks.org/sc2/ghost_quest/gq_dependency_02.jpg

Any ideas to get around this ?
Thanks!
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
July 03 2013 15:15 GMT
#2331
Hi, i asked this question a month ago (i think) and didn't have answer, but maybe the people reading this thread now will

I'm looking for a UMS map where you got a marine and there is a zergling that circle around you faster and faster, you have to dodge it. Every time a player die, the zergling restart is circling slow and it goes on until 1 player is left. I think you can blink with your marine.

It's really stupid and fun. I played it a lot in the WoL Beta but cannot remember the name of this thing. If you have any idea
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
mki
Profile Blog Joined November 2010
Poland882 Posts
July 05 2013 15:09 GMT
#2332
Is it possible to observe my friends' custom games in HotS if I only have WoL?
Head of New Business at Team Kinguin :: https://www.teamkinguin.com
dragoon_
Profile Joined July 2013
United Kingdom2 Posts
July 05 2013 21:19 GMT
#2333
Hi guys...

Just wondering if anyone knows why my SC2 map editor can't create any non-default models? if I try to change any of them, it says "can't create this model" and shows the default model instead. Sorry if this has been asked already!

Thanks!

PS @mki as far as I know that works fine, you just have to be in their party
watchlulu
Profile Joined February 2013
Germany475 Posts
July 06 2013 16:17 GMT
#2334
Okay Guys forget my last Post, i had some new and in my Opinion better Ideas, but now i have even more difficult questions i guess.

The most important one is:

I have a building spawning units for every Player like every 5 seconds or so but i can't find a possibility to enable a waypoint for the building.
So i can only spawn units in a region but the region stays the same the entire game, i want to make it possible to choose my waypoint in game just like clicking right mouse for barracks waypoint in standard ladder game.

thanks for every answer
Have a nice day!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 07 2013 01:27 GMT
#2335
On July 06 2013 06:19 dragoon_ wrote:
Just wondering if anyone knows why my SC2 map editor can't create any non-default models? if I try to change any of them, it says "can't create this model" and shows the default model instead. Sorry if this has been asked already!


You're gonna need to elaborate on that one, but if you are looking to create custom models that are different from what is already available in the editor, you are going to need to use a program like 3dsmax. If you want to change a unit's color etc. there are easier ways to do that. If you want to change the default model of a unit to some other unit, i.e. make a marine look like a hydralisk, you need to change that unit's Actor.

On July 07 2013 01:17 TrumpetWilli wrote:
I have a building spawning units for every Player like every 5 seconds or so but i can't find a possibility to enable a waypoint for the building.
So i can only spawn units in a region but the region stays the same the entire game, i want to make it possible to choose my waypoint in game just like clicking right mouse for barracks waypoint in standard ladder game.


You can use a trigger to set the rally point for a building. Order (Triggering Unit) to (Set Rally Point targeting Point X) (Replace Existing Orders). You need to look for Issue order targeting point.

Now if you are using a trigger to spawn the unit then that isn't going to work, in that case it is best to just issue a move command to the unit after it has been created.

If you are saying you want units that have been spawned via a trigger to be issued a rally point based on the rally point of a building, then you will need to create a variable that is a point, then create a trigger that moves that point to the rally point of whatever building you want to use each time the rally point is changed. Then just add another piece to the trigger that spawns your units to issue the move command to the unit targeting your variable point.
~ ~ <°)))><~ ~ ~
watchlulu
Profile Joined February 2013
Germany475 Posts
Last Edited: 2013-07-07 12:31:15
July 07 2013 12:30 GMT
#2336

Show nested quote +
On July 07 2013 01:17 TrumpetWilli wrote:
I have a building spawning units for every Player like every 5 seconds or so but i can't find a possibility to enable a waypoint for the building.
So i can only spawn units in a region but the region stays the same the entire game, i want to make it possible to choose my waypoint in game just like clicking right mouse for barracks waypoint in standard ladder game.


You can use a trigger to set the rally point for a building. Order (Triggering Unit) to (Set Rally Point targeting Point X) (Replace Existing Orders). You need to look for Issue order targeting point.

Now if you are using a trigger to spawn the unit then that isn't going to work, in that case it is best to just issue a move command to the unit after it has been created.

If you are saying you want units that have been spawned via a trigger to be issued a rally point based on the rally point of a building, then you will need to create a variable that is a point, then create a trigger that moves that point to the rally point of whatever building you want to use each time the rally point is changed. Then just add another piece to the trigger that spawns your units to issue the move command to the unit targeting your variable point.



Well, turns out that i'm too incapable to do so, maybe i should stop playing around with the editor
Have a nice day!
Kalingingsong
Profile Joined September 2009
Canada633 Posts
Last Edited: 2013-07-07 16:40:47
July 07 2013 16:34 GMT
#2337
galaxy editor crashes everytime I try to load the map list for "Battle.net" maps.

any fix?
Dess.JadeFalcon
Incubus1993
Profile Joined February 2013
Canada140 Posts
July 12 2013 18:44 GMT
#2338
What do you have to do to be able to use different textures from different texture sets?
"I like to keep an open mind, but not so open my brains fall out."
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 12 2013 19:04 GMT
#2339
On July 13 2013 03:44 Incubus1993 wrote:
What do you have to do to be able to use different textures from different texture sets?


I think this is in the FAQ, but basicly go to map options on the upper bar, map textures, modify textures.

now you should get a new window with on the right all kinds of map properties, doubleclick on where it says what textures you're currently using, a new window should pop up where you can swap out certain textures 1 by 1.
"Not you."
Incubus1993
Profile Joined February 2013
Canada140 Posts
July 12 2013 19:22 GMT
#2340
On July 13 2013 04:04 19Meavis93 wrote:
Show nested quote +
On July 13 2013 03:44 Incubus1993 wrote:
What do you have to do to be able to use different textures from different texture sets?


I think this is in the FAQ, but basicly go to map options on the upper bar, map textures, modify textures.

now you should get a new window with on the right all kinds of map properties, doubleclick on where it says what textures you're currently using, a new window should pop up where you can swap out certain textures 1 by 1.


I've gone to modify and I double click on Zerus (the tileset I'm using) in the left side box. This little window pops up but I'm not sure where I change textures.
"I like to keep an open mind, but not so open my brains fall out."
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