Simple Questions/Answers - Page 12
Forum Index > SC2 Maps & Custom Games |
FlopTurnReaver
Switzerland1980 Posts
| ||
deathly rat
United Kingdom911 Posts
| ||
Bluedraqy
Denmark496 Posts
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
Australia182 Posts
On November 04 2010 01:54 FlopTurnReaver wrote: Tools > Brush > Allow Cliff Merging Ahh, thank you. | ||
Nexi
Australia182 Posts
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
United Kingdom911 Posts
On November 04 2010 03:43 Nexi wrote: 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? | ||
Nexi
Australia182 Posts
On November 04 2010 04:08 deathly rat wrote: 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
United Kingdom911 Posts
On November 04 2010 05:01 Nexi wrote: 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 | ||
ragingRubes
United States2 Posts
i tried 8 supply 9 rax but that didn't work out so well | ||
FlopTurnReaver
Switzerland1980 Posts
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 :/ | ||
slith
Germany165 Posts
| ||
XGDragon
Netherlands61 Posts
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. | ||
Thaddaeus
Germany107 Posts
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 ! | ||
baskerville
541 Posts
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? | ||
FlopTurnReaver
Switzerland1980 Posts
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. | ||
Thaddaeus
Germany107 Posts
On November 11 2010 02:55 FlopTurnReaver wrote: 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 | ||
Pineapple
New Zealand126 Posts
| ||
Nisani201
United States1400 Posts
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. | ||
Pineapple
New Zealand126 Posts
On November 15 2010 13:46 Sinani201 wrote: 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
Chile43 Posts
2.- I can't find an action that "kills all the units for player/region/etc.. " | ||
| ||