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Simple Questions/Answers - Page 125

Forum Index > SC2 Maps & Custom Games
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Prev 1 123 124 125 126 127 182 Next
shin ken
Profile Blog Joined October 2009
Germany614 Posts
Last Edited: 2013-12-21 12:40:33
December 21 2013 12:38 GMT
#2481
Hi!

Is there already a Herzog Zwei / Airmech style map in the arcade?

If you don't know what this means:
Your only controllable unit is a viking-style transformer that is also a dropship and all other units are independent and must be microed by said viking.

If not I guess I have to make it myself ^^
shin ken
Profile Blog Joined October 2009
Germany614 Posts
December 22 2013 02:43 GMT
#2482
Man

I just needed a FUCKING HOUR to make the unit I talked about in the last post. It was so fucking complicated that I needed a 25 minute VIDEO TUTORIAL, because I didn't comprehend the written ones!!! I'm feeling kinda stupid, but I shoudn't because I actually studied computer sience.

WHAT WAS BLIZZARD THINKING when they created this editor?
Really???
Back in the WC3 days, we could create a whole new RACE/ARMY in 15 minutes on a LAN just for fun for the next match!

I'm kinda late to the party because I just started with the editor today but Blizzard is doing the same mistake like id software did back in the 90s.
Everybody can do a Doom Level.
And then they came up with Quake. A techinal improvement, but you actually need C knowledge todo something substantial. Sure they made awesome Quake mods, but just a elite few modders.

Blizzard could make the custom game experience so much better if they would allow people to easily craft their ideas. We would have a flow of awesome maps from people who had a nice little idea and could create it easily with the editor! That's what made ideas like the Tower Defence and AoS possible. Not an editor which is so "powerful" that you can do "everything"!
Hell NO!
It was because an we had a quick and dirty solution to articulate our ideas!

thank you for reading
enord
Profile Blog Joined September 2013
France258 Posts
December 22 2013 14:04 GMT
#2483
Welcome to our "galaxy"
It is purposefuly not user friendly but there seems to be few things not possible in it

Also "better late than ever", in this case it is even better to be late since most things have been found or declared not possible etc

Have fun and do bookmark sc2mapster, trust me
make / have a good tl .. ohhh and i want my icon back :°D
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2013-12-22 18:27:10
December 22 2013 18:26 GMT
#2484
Should we have a subforum new ladder map pool maps thread?
Because reading or participating in the other thread seems moot/useless (dare i say it, even counterproductive)

Ps: gratz sid
make / have a good tl .. ohhh and i want my icon back :°D
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 22 2013 19:25 GMT
#2485
I'd support a new ladder map pool thread in the mapping forum

I have a question about the interface. Has anybody found a way to move the UI panel so that it is on the bottom instead of on the left? I'm using my monitor in portrait mode and having it be on the side is a major waste of space.
Roswell
Profile Joined November 2013
United States250 Posts
December 23 2013 00:33 GMT
#2486
Sorry, I didn't want to bump my thread and I couldn't find a list of moderators, but could I have someone change my [A] Steel Horizon thread to [A] New RTS Hybrid

Thanks. It would just really help if I could have someone join my team and make the thing. If not I'll just try and figure out the data editor on my own.
"You are the bravest boy I have ever met"
BerryCruncH
Profile Joined October 2012
13 Posts
December 23 2013 05:12 GMT
#2487
i'm trying to make my own standard hots multiplayer map, with the current balance patch, but I get all these weird building options in game, like "build elite unit", jacksons revenge etc, and none of the hots units show up in game either. I need to know how to fix these two problems, please!
Cyberblaster
Profile Joined November 2012
Russian Federation7 Posts
December 23 2013 11:42 GMT
#2488
Hey fellas.
Is it possible to save situation on the map (including spell casting in process e.t.c) and load right in the game?
Thank you!
Sorry for my bad english
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 23 2013 14:25 GMT
#2489
On December 23 2013 14:12 BerryCruncH wrote:
i'm trying to make my own standard hots multiplayer map, with the current balance patch, but I get all these weird building options in game, like "build elite unit", jacksons revenge etc, and none of the hots units show up in game either. I need to know how to fix these two problems, please!


Make sure that your map type is set to "melee" (you don't have any custom data or triggers). And that you have loaded the correct dependency (don't load the campaign mod files)
~ ~ <°)))><~ ~ ~
enord
Profile Blog Joined September 2013
France258 Posts
December 23 2013 20:22 GMT
#2490
+ Show Spoiler +
On December 23 2013 04:25 RFDaemoniac wrote:
I'd support a new ladder map pool thread in the mapping forum
I have a question about the interface. Has anybody found a way to move the UI panel so that it is on the bottom instead of on the left? I'm using my monitor in portrait mode and having it be on the side is a major waste of space.

not that i'm any kind of expert but from what i've read on mapster you can change every position .. the trick is to find what its name is to move it and then test out to get it to be where you want it (again surfing mapster is my go to answer)
+ Show Spoiler +

On December 23 2013 09:33 Roswell wrote:
Sorry, I didn't want to bump my thread and I couldn't find a list of moderators, but could I have someone change my [A] Steel Horizon thread to [A] New RTS Hybrid
Thanks. It would just really help if I could have someone join my team and make the thing. If not I'll just try and figure out the data editor on my own.

You should pm a mod because asking here or in your thread might yield slow results
Just be precise and polite and link your thread in your pm, your wish will be granted quite quickly, just look for a mod that is active (one easy way is to go to the ban thread to see which mod is active or go on tl irc)
+ Show Spoiler +

On December 23 2013 20:42 Cyberblaster wrote:
Hey fellas.
Is it possible to save situation on the map (including spell casting in process e.t.c) and load right in the game?
Thank you!

you mean you would like a pinch of salt?
+ Show Spoiler +

On December 23 2013 14:12 BerryCruncH wrote:
i'm trying to make my own standard hots multiplayer map, with the current balance patch, but I get all these weird building options in game, like "build elite unit", jacksons revenge etc, and none of the hots units show up in game either. I need to know how to fix these two problems, please!

how bout that ?

about the new map pool maps thread, i wasn't implying i was a good choice to host it hahahahahahahaha + Show Spoiler +
make / have a good tl .. ohhh and i want my icon back :°D
justalilbit
Profile Joined December 2013
2 Posts
December 24 2013 08:48 GMT
#2491
On December 23 2013 23:25 TheFish7 wrote:
Show nested quote +
On December 23 2013 14:12 BerryCruncH wrote:
i'm trying to make my own standard hots multiplayer map, with the current balance patch, but I get all these weird building options in game, like "build elite unit", jacksons revenge etc, and none of the hots units show up in game either. I need to know how to fix these two problems, please!


Make sure that your map type is set to "melee" (you don't have any custom data or triggers). And that you have loaded the correct dependency (don't load the campaign mod files)

Hey, thanks for the help. That solved it. I have another question, related... is it possible to use an actor model/animation/sound from HOTS campaign data, without messing up the multiplayer experience? I'd like to use a spell effect from a campaign file, but I can't access it without loading the dependencies, and the last time I did that my buildings had wacky elite units and upgrades, etc. Could I "extract" the animation? Or would I have to load both dependencies and go through hundreds of manual deletions to get rid of all the bizarre things?
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2013-12-24 14:09:26
December 24 2013 14:06 GMT
#2492
+ Show Spoiler +
On December 24 2013 17:48 justalilbit wrote:
Show nested quote +
On December 23 2013 23:25 TheFish7 wrote:
On December 23 2013 14:12 BerryCruncH wrote:
i'm trying to make my own standard hots multiplayer map, with the current balance patch, but I get all these weird building options in game, like "build elite unit", jacksons revenge etc, and none of the hots units show up in game either. I need to know how to fix these two problems, please!


Make sure that your map type is set to "melee" (you don't have any custom data or triggers). And that you have loaded the correct dependency (don't load the campaign mod files)

Hey, thanks for the help. That solved it. I have another question, related... is it possible to use an actor model/animation/sound from HOTS campaign data, without messing up the multiplayer experience? I'd like to use a spell effect from a campaign file, but I can't access it without loading the dependencies, and the last time I did that my buildings had wacky elite units and upgrades, etc. Could I "extract" the animation? Or would I have to load both dependencies and go through hundreds of manual deletions to get rid of all the bizarre things?

yes, you add the ability on your melee map yourself

first you do the ability you fancy on a map with the other dependency (duplicate the original ability you are going to use as a base for your own, change the parameters you want changed etc)

and then copy paste this ability in your map
you obviously need to copy paste all the required models/abilities/behaviors etc relelevant to your ability and this in the propper order (from models to behaviors and abilities encompassed in your "ability" to finish on your ability that requires all the aforementionned)

this will mean a back and forth from one map to the other, tedious but should work if done neatlly in the right order

the other way is to build it from the ground up yourself by re doing what the ability requires (you will still need to copy anything not present (models or even data related stuff) ; if it is not present in your map in the first place, use placeholders (for models or animations etc) instead until you can add the ones you want

glhf
make / have a good tl .. ohhh and i want my icon back :°D
justalilbit
Profile Joined December 2013
2 Posts
December 24 2013 23:04 GMT
#2493
On December 24 2013 23:06 enord wrote:
yes, you add the ability on your melee map yourself

first you do the ability you fancy on a map with the other dependency (duplicate the original ability you are going to use as a base for your own, change the parameters you want changed etc)

and then copy paste this ability in your map
you obviously need to copy paste all the required models/abilities/behaviors etc relelevant to your ability and this in the propper order (from models to behaviors and abilities encompassed in your "ability" to finish on your ability that requires all the aforementionned)

this will mean a back and forth from one map to the other, tedious but should work if done neatlly in the right order

the other way is to build it from the ground up yourself by re doing what the ability requires (you will still need to copy anything not present (models or even data related stuff) ; if it is not present in your map in the first place, use placeholders (for models or animations etc) instead until you can add the ones you want

glhf

That worked, thanks a bunch.

Anybody know how I would go about making the sound of the ability (in pic below) to play at the source, instead of being played globally? I did as much as I (thought I) knew, but can't seem to get it to change. I tried changing the events and terms in Spell_HyperionJumpIn and Out actors, but I can't find a solution.

http://i.imgur.com/Nmw8sQw.png
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 26 2013 02:51 GMT
#2494
I'm not 100% sure, but do you have an " => At Source" for your ability and/or effect's 'Create' Event?

I would just try copying what they did for Stalker Blink, if that doesn't work my best advice is to check sc2mapster
~ ~ <°)))><~ ~ ~
dvorakftw
Profile Blog Joined November 2011
681 Posts
December 31 2013 10:29 GMT
#2495
I wanted to play around with making forcefields like a structure with health that could be destroyed by attacks. I was able to change and display the life value, turned off invincible and untargetable and a few other details but could never get it to allow units to attack and destroy it. Google and FAQs and such didn't turn up an answer I could find. Any help?

While I am asking, I'd also like to play with siege tank attacks having the area of effect mechanic widow mines have now so if those steps are easily described I'd be grateful for that as well.

Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-12-31 13:04:37
December 31 2013 12:51 GMT
#2496
On December 31 2013 19:29 dvorakftw wrote:
I wanted to play around with making forcefields like a structure with health that could be destroyed by attacks. I was able to change and display the life value, turned off invincible and untargetable and a few other details but could never get it to allow units to attack and destroy it. Google and FAQs and such didn't turn up an answer I could find. Any help?

While I am asking, I'd also like to play with siege tank attacks having the area of effect mechanic widow mines have now so if those steps are easily described I'd be grateful for that as well.

The force field model doesn't react to the mouse. That's why you can't target or select it properly. But all of the changes you've described are correct.

I've made a small example map for that model in the past. This is a marine, but it would have the same changes for a force field.

There is one model actor that is attached to the force field unit. The force field unit's actor needs to create that actor when it is created.
All changes are colored green, so you should be able to see what was done without explaining here everything in full detail. But you only need to copy over the new actor and add a single event in the force field actor: ActorCreation => Create thatOtherActorYouJustCopied

In case your force fields will change the owner in your map, just ask me again as that requires a few additions to the attached actor.


@ Siege Tank area of effect
The effect in question is "Crucio Shock Cannon Blast". The easiest way to do splash damage is the "Area" field. It contains a list of increasing radii with a fraction value. If a unit is inside a radii and wasn't hit already, it will receive that fraction of the damage. So, you would play around with these values.
The alternative to do splash damage would be using a search effect and new damage effects and removing the area settings in the current damage effect.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
dvorakftw
Profile Blog Joined November 2011
681 Posts
December 31 2013 19:22 GMT
#2497
Many thanks! I don't know when I'll have the time again to play with the map editor but it's good knowing you guys are around to help <3
dvorakftw
Profile Blog Joined November 2011
681 Posts
January 02 2014 01:07 GMT
#2498
On December 31 2013 21:51 Ahli wrote:

All changes are colored green, so you should be able to see what was done without explaining here everything in full detail. But you only need to copy over the new actor and add a single event in the force field actor: ActorCreation => Create thatOtherActorYouJustCopied

Sorry I tried but it doesn't seem to be working for me. I copy over the MarineMouseArea and then set the ForceField actor creation to it but the Target in that last event doesn't go green. I can't modify it to anything since it is blank and if I try to Modify I get some resets that modify other events that don't help.

If you think it is something that can be done in 2 minutes and I am just an idiot on map editing (a good probability of being true!) I'd be grateful to have a version of Star Station that has it.

If it is something that would take time and effort to figure out, don't worry about it.
Cassidy
Profile Joined January 2014
France3 Posts
January 04 2014 14:16 GMT
#2499
Hi guys,

I'm currently working on an arcade map involving banelings, and for some reason they dont automatically attack and explode on hostile units.

I noticed though that if I change the map from "arcade" to "melee", the banelings then act as usual and automatically attack and explode on hostile units.

Can someone give me an explanation of what changes between arcade and melee ? And how can it be fixed ?

turtles
Profile Blog Joined August 2011
Australia360 Posts
January 04 2014 15:57 GMT
#2500
I've had trouble getting libraries to work transitioning between arcade/melee.

One thing you might want to check is if the map initialization trigger is being run correctly. Try sticking a trigger in the map initialization to make sure the units treat eachother as hostile.

If you look in the players section of triggers you should be able to find the trigger to set unit behaviour towards units of other players.

Also, I'm assuming it is all units and not just banelings? if it is only banelings that behave this way that would be a data issue not a trigger issue.
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