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Simple Questions/Answers - Page 12

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 10 11 12 13 14 182 Next
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 03 2010 16:54 GMT
#221
Tools > Brush > Allow Cliff Merging
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
deathly rat
Profile Blog Joined October 2010
United Kingdom911 Posts
November 03 2010 17:33 GMT
#222
Is there a way to get my units to join an existing control group when they are produced that is easier than boxing and using ctrl + number?
No logo (logo)
Bluedraqy
Profile Joined April 2010
Denmark496 Posts
November 03 2010 17:40 GMT
#223
On November 04 2010 02:33 deathly rat wrote:
Is there a way to get my units to join an existing control group when they are produced that is easier than boxing and using ctrl + number?


Select control group, Hold down shift, and box them aswell, now CTRL + number and they should be fine =)
Nexi
Profile Blog Joined October 2010
Australia182 Posts
November 03 2010 17:48 GMT
#224
On November 04 2010 01:54 FlopTurnReaver wrote:
Tools > Brush > Allow Cliff Merging


Ahh, thank you.
Nexi
Profile Blog Joined October 2010
Australia182 Posts
November 03 2010 18:43 GMT
#225
On November 04 2010 02:33 deathly rat wrote:
Is there a way to get my units to join an existing control group when they are produced that is easier than boxing and using ctrl + number?


Shift + number adds units to a control group. You only need to use control + number for re-assigning groups.
deathly rat
Profile Blog Joined October 2010
United Kingdom911 Posts
November 03 2010 19:08 GMT
#226
On November 04 2010 03:43 Nexi wrote:
Show nested quote +
On November 04 2010 02:33 deathly rat wrote:
Is there a way to get my units to join an existing control group when they are produced that is easier than boxing and using ctrl + number?


Shift + number adds units to a control group. You only need to use control + number for re-assigning groups.

cool, so you can't have a unit come out of a warp gate for example and auto join a control group?
No logo (logo)
Nexi
Profile Blog Joined October 2010
Australia182 Posts
Last Edited: 2010-11-03 20:01:56
November 03 2010 20:01 GMT
#227
On November 04 2010 04:08 deathly rat wrote:
Show nested quote +
On November 04 2010 03:43 Nexi wrote:
On November 04 2010 02:33 deathly rat wrote:
Is there a way to get my units to join an existing control group when they are produced that is easier than boxing and using ctrl + number?


Shift + number adds units to a control group. You only need to use control + number for re-assigning groups.

cool, so you can't have a unit come out of a warp gate for example and auto join a control group?

Nope.

But what you can do is practice gestures like warp in, add to control group, reposition - so you can do them while thinking about some other aspect of the game.
deathly rat
Profile Blog Joined October 2010
United Kingdom911 Posts
November 03 2010 20:36 GMT
#228
On November 04 2010 05:01 Nexi wrote:
Show nested quote +
On November 04 2010 04:08 deathly rat wrote:
On November 04 2010 03:43 Nexi wrote:
On November 04 2010 02:33 deathly rat wrote:
Is there a way to get my units to join an existing control group when they are produced that is easier than boxing and using ctrl + number?


Shift + number adds units to a control group. You only need to use control + number for re-assigning groups.

cool, so you can't have a unit come out of a warp gate for example and auto join a control group?

Nope.

But what you can do is practice gestures like warp in, add to control group, reposition - so you can do them while thinking about some other aspect of the game.


ok, thanks for the info
No logo (logo)
ragingRubes
Profile Joined November 2010
United States2 Posts
November 06 2010 07:00 GMT
#229
whats the most efficient way to train 10 marines in 320 seconds for the achievement?
i tried 8 supply 9 rax but that didn't work out so well
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 07 2010 11:16 GMT
#230
First of all, can people please stop asking general questions about SC2? This is the Custom Maps forum.

I'm not sure if I understand you right. Isn't 10 Marines in 5:20 ingame minutes kinda.. easy? I mean I just tried simple 12/14 rax, without gas but with delayed Orbital Command and I had like 15 Marines after 4 minutes.

Maybe I'm misunderstanding something here :/
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
slith
Profile Joined October 2010
Germany165 Posts
November 07 2010 13:59 GMT
#231
How do you make Queens autocast Spawn Larvae?
When in doubt, empty your magazine.
XGDragon
Profile Joined September 2008
Netherlands61 Posts
Last Edited: 2010-11-08 19:59:53
November 08 2010 19:59 GMT
#232
General - Repeat (Actions) forever
       Actions
             General - Wait for (Conditions), checking every 1.0 Game Time seconds
                   Conditions
                    ((Triggering unit) Energy (Current)) >= 25.0
       Unit - Order (Triggering unit) to (Queen - Spawn Larvae targeting (Triggering unit)) (Replace Existing Orders)

Triggering unit obviously being the Queen, Queen and Hatchery respectively.
My current qq: TvT hellions are boring to watch :(
Thaddaeus
Profile Joined July 2010
Germany107 Posts
November 10 2010 12:59 GMT
#233
Hi,

Question in short (did not feel that it needs a new thread, sry if im wrong):
Can i adjust the starting and ending height/angle of monorail tracks?

Question in detail:
Can Someone advice how to have a single monorail track start at a specific angle/height (10°/lvl1) and end at a specific angle/height (10°/lvl3) so that it can surpass cliffs and such? If this is generally not even possible if i change the model of a track or whatever any kind of workaround would also be very much appriciated.

Background:
i implemented a Monorail with a couple of stations just for the flair and lookalike within my map.
I wanted to further extend the rail system to have it more across the Map. I have plenty of different terrain levels though and i dont get the single monorail tracks fit to each other as soon as i try to go up or down a cliff/ramp. I tried to adjust the height and or the facing angle, but neither works out well (tracks are no more fitting into each other) (I could have the whole monorail at heigth 7 or 8 but thats not the intention and it would look ugly)

Thanks in advance !
im fine :)
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-11-10 17:32:15
November 10 2010 14:24 GMT
#234
dunno if i'm suppose to post this question here...

what is tl's view on the way map makers file their maps
as a one page the recent get piled over in an old thread
there is a cluster in the one thread one map method

just askin?
http://www.teamliquid.net/mirror/smilies/random-big.gif
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 10 2010 17:55 GMT
#235
On November 10 2010 21:59 Thaddaeus wrote:
Hi,

Question in short (did not feel that it needs a new thread, sry if im wrong):
Can i adjust the starting and ending height/angle of monorail tracks?

Question in detail:
Can Someone advice how to have a single monorail track start at a specific angle/height (10°/lvl1) and end at a specific angle/height (10°/lvl3) so that it can surpass cliffs and such? If this is generally not even possible if i change the model of a track or whatever any kind of workaround would also be very much appriciated.

Background:
i implemented a Monorail with a couple of stations just for the flair and lookalike within my map.
I wanted to further extend the rail system to have it more across the Map. I have plenty of different terrain levels though and i dont get the single monorail tracks fit to each other as soon as i try to go up or down a cliff/ramp. I tried to adjust the height and or the facing angle, but neither works out well (tracks are no more fitting into each other) (I could have the whole monorail at heigth 7 or 8 but thats not the intention and it would look ugly)

Thanks in advance !

I don't think that's possible. You should check SC2Mapster, maybe someone has already created such doodads. If not you'd still be free to do it yourself^^

GL with this projekt, sounds really cool.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Thaddaeus
Profile Joined July 2010
Germany107 Posts
November 11 2010 10:49 GMT
#236
On November 11 2010 02:55 FlopTurnReaver wrote:
Show nested quote +
On November 10 2010 21:59 Thaddaeus wrote:
Hi,

Question in short (did not feel that it needs a new thread, sry if im wrong):
Can i adjust the starting and ending height/angle of monorail tracks?

Question in detail:
Can Someone advice how to have a single monorail track start at a specific angle/height (10°/lvl1) and end at a specific angle/height (10°/lvl3) so that it can surpass cliffs and such? If this is generally not even possible if i change the model of a track or whatever any kind of workaround would also be very much appriciated.

Background:
i implemented a Monorail with a couple of stations just for the flair and lookalike within my map.
I wanted to further extend the rail system to have it more across the Map. I have plenty of different terrain levels though and i dont get the single monorail tracks fit to each other as soon as i try to go up or down a cliff/ramp. I tried to adjust the height and or the facing angle, but neither works out well (tracks are no more fitting into each other) (I could have the whole monorail at heigth 7 or 8 but thats not the intention and it would look ugly)

Thanks in advance !

I don't think that's possible. You should check SC2Mapster, maybe someone has already created such doodads. If not you'd still be free to do it yourself^^

GL with this projekt, sounds really cool.


Thanks !
I already asked the same question on SC2 mapster months ago but got no answer.

The idea with a doodad change would be some sort of workaround however. Thanks for the hint! I feel it will be a medium to large pain though, as i think i would need to create a doodad for every start/end angle im facing (sometimes i have 2 cliffs height level differences sometimes only one, third chance is only a small lake (or other holes and hills) with custom adjustments to map level height... OMG
I thought the most pain would be the scripting of the moving monorail
I guess i need to install Sim City xDD
im fine :)
Pineapple
Profile Blog Joined June 2010
New Zealand126 Posts
November 15 2010 01:27 GMT
#237
Just wondering how to edit SC2 maps? I opened the map editor and can't find the map files.
Nisani201
Profile Joined September 2010
United States1400 Posts
November 15 2010 04:46 GMT
#238
On November 15 2010 10:27 Pineapple wrote:
Just wondering how to edit SC2 maps? I opened the map editor and can't find the map files.


File>Open. You can browse maps from the game and edit blizzard maps from the campaign, challenges, and standard multiplayer maps.
Enjoy your day.
Pineapple
Profile Blog Joined June 2010
New Zealand126 Posts
November 15 2010 20:12 GMT
#239
On November 15 2010 13:46 Sinani201 wrote:
Show nested quote +
On November 15 2010 10:27 Pineapple wrote:
Just wondering how to edit SC2 maps? I opened the map editor and can't find the map files.


File>Open. You can browse maps from the game and edit blizzard maps from the campaign, challenges, and standard multiplayer maps.


Hmm... Strange, doesn't seem to happen for me... It just comes up with blank and when I go into the SC2 folders I can't find any map files... I'll have to give it another shot when I get home tonight. Thanks anyway.
DeadlyNightShade
Profile Joined November 2008
Chile43 Posts
November 17 2010 21:12 GMT
#240
1.- Can i publish my map in my region only ?

2.- I can't find an action that "kills all the units for player/region/etc.. "
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