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Is there a way to count how much creep Player A has on the map? Creep seems to be neutral. Also, how would I go about adding passive resources per second based on the amount of creep a player has?
Right now, I think my best option is to count creep tumors instead of creep. Then, maybe a passive periodic "Modify Player - Add Resources" ability on creep tumors?
would prefer to be able to count creep directly so i don't miss the creep from Hatcheries and Overlords. any ideas?
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I have a problem with the lighting on a map. When I opened the map, everything was purple:
![[image loading]](http://i.imgur.com/HKAG6vy.jpg)
When I change the lighting everything is fine for as long as I keep the "Lighting Window" open.
![[image loading]](http://i.imgur.com/EiyTC23.jpg)
The moment I close it, it goes back to purple... No clue what causes this... Does anybody know how to fix it or is that map forever lost?
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On September 20 2013 02:32 Big J wrote:+ Show Spoiler +I have a problem with the lighting on a map. When I opened the map, everything was purple: ![[image loading]](http://i.imgur.com/HKAG6vy.jpg) When I change the lighting everything is fine for as long as I keep the "Lighting Window" open. ![[image loading]](http://i.imgur.com/EiyTC23.jpg) The moment I close it, it goes back to purple... No clue what causes this... Does anybody know how to fix it or is that map forever lost?
When the lighting window is open, the lighting-set selected in the lighting window will be used, when you close the lighting window, the lighting-set that matches the texture-set will be used. If you select the lighting-set that matches the current texture-set's "lighting" entry and modify it, the changes will stick.
You can bring a lighting-set back to the default by right clicking on it in the lighting window and choosing "revert light".
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On September 20 2013 04:05 Namrufus wrote:Show nested quote +On September 20 2013 02:32 Big J wrote:+ Show Spoiler +I have a problem with the lighting on a map. When I opened the map, everything was purple: ![[image loading]](http://i.imgur.com/HKAG6vy.jpg) When I change the lighting everything is fine for as long as I keep the "Lighting Window" open. ![[image loading]](http://i.imgur.com/EiyTC23.jpg) The moment I close it, it goes back to purple... No clue what causes this... Does anybody know how to fix it or is that map forever lost? When the lighting window is open, the lighting-set selected in the lighting window will be used, when you close the lighting window, the lighting-set that matches the texture-set will be used. If you select the lighting-set that matches the current texture-set's "lighting" entry and modify it, the changes will stick. You can bring a lighting-set back to the default by right clicking on it in the lighting window and choosing "revert light".
Hey, thanks for the explanation. I thought if I chose a certain lighting it would stick. I just drytested the Phaeton texture set (which I'm using on the map) with a new map and used "revert light" on it. It changed to the purple color I have on the map. Seems like there is an issue with that kind of texture set, which makes the default lighting different from the values that it "changes back to".
Anyways, thx you helped me a lot. I guess I just have to write down all the values that are in the default lighting and "restore" them manually on my map.
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Hello a question regarding minerals convert to gas or maybe the opposite
To get an example, for protoss in bw. Protoss versus terran
1:1, 1:2, 1:3 (?) Can you convert like this and if u can, what math would you use?
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I think you're going to have to explain yourself better.
But maybe someone else knows what you're talking about.
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On September 20 2013 04:34 Big J wrote:Show nested quote +On September 20 2013 04:05 Namrufus wrote:On September 20 2013 02:32 Big J wrote:+ Show Spoiler +I have a problem with the lighting on a map. When I opened the map, everything was purple: ![[image loading]](http://i.imgur.com/HKAG6vy.jpg) When I change the lighting everything is fine for as long as I keep the "Lighting Window" open. ![[image loading]](http://i.imgur.com/EiyTC23.jpg) The moment I close it, it goes back to purple... No clue what causes this... Does anybody know how to fix it or is that map forever lost? When the lighting window is open, the lighting-set selected in the lighting window will be used, when you close the lighting window, the lighting-set that matches the texture-set will be used. If you select the lighting-set that matches the current texture-set's "lighting" entry and modify it, the changes will stick. You can bring a lighting-set back to the default by right clicking on it in the lighting window and choosing "revert light". Hey, thanks for the explanation. I thought if I chose a certain lighting it would stick. I just drytested the Phaeton texture set (which I'm using on the map) with a new map and used "revert light" on it. It changed to the purple color I have on the map. Seems like there is an issue with that kind of texture set, which makes the default lighting different from the values that it "changes back to". Anyways, thx you helped me a lot. I guess I just have to write down all the values that are in the default lighting and "restore" them manually on my map.
I still have the same problem, though I nailed it down: In the Variations tab of the lighting window, I always have a lot of extra colors:
![[image loading]](http://i.imgur.com/4bDwJ8M.jpg)
When I press "Clear All" 5times (one time does nothing!!!) the settings go back to normal:
![[image loading]](http://i.imgur.com/LBbH5Pu.jpg)
But the moment I close the window, it goes back to purple:
![[image loading]](http://i.imgur.com/4iYJh1s.jpg)
I have no clue what to do, but I would love to finish the map. Please help me!
Edit: From further testing, it seems like I can't remove anything permanently from the Variations tab of the lighting window, but anytime I add something, it sticks...
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On September 20 2013 15:01 Big J wrote:+ Show Spoiler +On September 20 2013 04:34 Big J wrote:Show nested quote +On September 20 2013 04:05 Namrufus wrote:On September 20 2013 02:32 Big J wrote:+ Show Spoiler +I have a problem with the lighting on a map. When I opened the map, everything was purple: ![[image loading]](http://i.imgur.com/HKAG6vy.jpg) When I change the lighting everything is fine for as long as I keep the "Lighting Window" open. ![[image loading]](http://i.imgur.com/EiyTC23.jpg) The moment I close it, it goes back to purple... No clue what causes this... Does anybody know how to fix it or is that map forever lost? When the lighting window is open, the lighting-set selected in the lighting window will be used, when you close the lighting window, the lighting-set that matches the texture-set will be used. If you select the lighting-set that matches the current texture-set's "lighting" entry and modify it, the changes will stick. You can bring a lighting-set back to the default by right clicking on it in the lighting window and choosing "revert light". Hey, thanks for the explanation. I thought if I chose a certain lighting it would stick. I just drytested the Phaeton texture set (which I'm using on the map) with a new map and used "revert light" on it. It changed to the purple color I have on the map. Seems like there is an issue with that kind of texture set, which makes the default lighting different from the values that it "changes back to". Anyways, thx you helped me a lot. I guess I just have to write down all the values that are in the default lighting and "restore" them manually on my map. I still have the same problem, though I nailed it down: In the Variations tab of the lighting window, I always have a lot of extra colors: ![[image loading]](http://i.imgur.com/4bDwJ8M.jpg) When I press "Clear All" 5times (one time does nothing!!!) the settings go back to normal: ![[image loading]](http://i.imgur.com/LBbH5Pu.jpg) But the moment I close the window, it goes back to purple: ![[image loading]](http://i.imgur.com/4iYJh1s.jpg) I have no clue what to do, but I would love to finish the map. Please help me! Edit: From further testing, it seems like I can't remove anything permanently from the Variations tab of the lighting window, but anytime I add something, it sticks...
It really does seem like the Variations screen is bugged or something... I just played with it on an empty map and now I can't get it to go back to normal.
Maybe change the lighting-set linked to the texture-set (Map->Map Textures->"Modify" Button and then change the value of the "lighting" entry)? You could change it to some other desert (or other) lighting set and then tweak it to be how you want.
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On September 21 2013 01:01 Namrufus wrote:Show nested quote +On September 20 2013 15:01 Big J wrote:+ Show Spoiler +On September 20 2013 04:34 Big J wrote:Show nested quote +On September 20 2013 04:05 Namrufus wrote:On September 20 2013 02:32 Big J wrote:+ Show Spoiler +I have a problem with the lighting on a map. When I opened the map, everything was purple: ![[image loading]](http://i.imgur.com/HKAG6vy.jpg) When I change the lighting everything is fine for as long as I keep the "Lighting Window" open. ![[image loading]](http://i.imgur.com/EiyTC23.jpg) The moment I close it, it goes back to purple... No clue what causes this... Does anybody know how to fix it or is that map forever lost? When the lighting window is open, the lighting-set selected in the lighting window will be used, when you close the lighting window, the lighting-set that matches the texture-set will be used. If you select the lighting-set that matches the current texture-set's "lighting" entry and modify it, the changes will stick. You can bring a lighting-set back to the default by right clicking on it in the lighting window and choosing "revert light". Hey, thanks for the explanation. I thought if I chose a certain lighting it would stick. I just drytested the Phaeton texture set (which I'm using on the map) with a new map and used "revert light" on it. It changed to the purple color I have on the map. Seems like there is an issue with that kind of texture set, which makes the default lighting different from the values that it "changes back to". Anyways, thx you helped me a lot. I guess I just have to write down all the values that are in the default lighting and "restore" them manually on my map. I still have the same problem, though I nailed it down: In the Variations tab of the lighting window, I always have a lot of extra colors: ![[image loading]](http://i.imgur.com/4bDwJ8M.jpg) When I press "Clear All" 5times (one time does nothing!!!) the settings go back to normal: ![[image loading]](http://i.imgur.com/LBbH5Pu.jpg) But the moment I close the window, it goes back to purple: ![[image loading]](http://i.imgur.com/4iYJh1s.jpg) I have no clue what to do, but I would love to finish the map. Please help me! Edit: From further testing, it seems like I can't remove anything permanently from the Variations tab of the lighting window, but anytime I add something, it sticks... It really does seem like the Variations screen is bugged or something... I just played with it on an empty map and now I can't get it to go back to normal. Maybe change the lighting-set linked to the texture-set (Map->Map Textures->"Modify" Button and then change the value of the "lighting" entry)? You could change it to some other desert (or other) lighting set and then tweak it to be how you want.
I just did what you suggested and I think I will go with it. Thanks again for all the effort!
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I'm creating a melee map but I don't want each span to start with 6 workers. I want P and T to start with 5 and Zerg to start with 3 drones and 1 zergling. How do I do this, thanks.
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On September 22 2013 13:31 TheWorldToCome wrote: I'm creating a melee map but I don't want each span to start with 6 workers. I want P and T to start with 5 and Zerg to start with 3 drones and 1 zergling. How do I do this, thanks. F7 (Data) -> +Tab -> Advanced Data -> Races -> Zerg -> (Basic) Starting Units
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On September 22 2013 13:31 TheWorldToCome wrote: I'm creating a melee map but I don't want each span to start with 6 workers. I want P and T to start with 5 and Zerg to start with 3 drones and 1 zergling. How do I do this, thanks. Are you making a W3 style mod? :D
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On September 23 2013 01:22 moskonia wrote:Show nested quote +On September 22 2013 13:31 TheWorldToCome wrote: I'm creating a melee map but I don't want each span to start with 6 workers. I want P and T to start with 5 and Zerg to start with 3 drones and 1 zergling. How do I do this, thanks. Are you making a W3 style mod? :D
I'm thinking about it. Right now I'm just messing around with stuff to see if I can replicate the WC3 feel in SC2. I'm changing model sizes and such to see if I can replicate the micro tricks WC3 had like path blocking and surrounding.
I'm not trying to reinvent SC2 or anything. Just adding 3 heroes to each race, adding creeps/items to a map, etc. I'm trying to keep all the core units and abilities the same as they are as much as I can. Nothing too dramatic.
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How do you make just 1 zergling come out of an egg instead of 2?
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go to Data -> Abilities -> Larva Morph Unit (basic) -> Ability Info -> Train 02 (Zergling) -> Unit
and simply remove one of the zerglings from that
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On September 23 2013 19:58 Fishgle wrote: go to Data -> Abilities -> Larva Morph Unit (basic) -> Ability Info -> Train 02 (Zergling) -> Unit
and simply remove one of the zerglings from that
Thanks for the help. What about changing lair morph time?
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you should probably dig around in the editor a bit more. this is pretty simple stuff 
that said, data -> abilities -> Morph (hatchery -> Lair) -> Lair [ability info] -> you'll see a bunch of stuff under Duration [index0] controlling when during the morph the abilities, stats, and actor (model) change.
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any special trick for getting fog to show up in overviews?
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On September 26 2013 16:15 lorestarcraft wrote: any special trick for getting fog to show up in overviews?
What option do you have checked in the "view options" section in the "map image export" screen?
If you are using the "match terrain editor" option you'll be locked to whatever view options you have enabled for editor mode. So enabling "Render->Fog Effects" might work. I personally use the "custom" option in the "view options" so that the editor settings don't effect the exported image (the "In-Game" option does not show starting positions)
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On September 26 2013 16:15 lorestarcraft wrote: any special trick for getting fog to show up in overviews?
it wont show if the fog level is too low due to distance from the camera. so either ... raise the fog higher or play with zoom level
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