Simple Questions/Answers - Page 127
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[MD]Frostbite
Canada292 Posts
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turtles
Australia360 Posts
I would recomend this Blizzard created tutorial. That is part 1 of 5 from the terrain tutorial, follow links at bottom to get to the next parts. It then goes on to cover things like triggers and data later on but all you need is the terrain part. | ||
TheFish7
United States2824 Posts
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[MD]Frostbite
Canada292 Posts
On January 20 2014 08:36 turtles wrote: Can your computer handle PLAYING starcraft? If it is good enough to play starcraft then I would be surprised if it can't handle the editor. My pc can run SC just fine... at ~18fps... on minimum graphics... I can run the editor just fine but it's quite laggy so I'm just going to come up with map designs and try to familiarize with it first, and maybe upload some pictures to the WIP, if its allowed, and get some feedback. | ||
WhalesFromSpace
390 Posts
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enord
France258 Posts
On January 20 2014 11:18 [MD]Frostbite wrote: My pc can run SC just fine... at ~18fps... on minimum graphics... I can run the editor just fine but it's quite laggy so I'm just going to come up with map designs and try to familiarize with it first, and maybe upload some pictures to the WIP, if its allowed, and get some feedback. don't worry, as long as the gameplay features are identifiable it is all good you must lower everything in the editor (preferences/video) to allow fluidity in your drawing movement (or else you will not enjoy "working" on your map) .. you can also lower your screen definition about foliage, just disallow any foliage (put it on 0 and then "refresh" .. you can add it later) + Show Spoiler + On January 20 2014 11:52 WhalesFromSpace wrote: I am using the editor for a project right now and it seems like much has changed with the editor relative to its state when people were making tutorial and instructional content (what I have found in searches is outdated)... so yeah that being said I am having trouble associating an actor with a unit (ie: Creating my own hero/units of which I can change the stats and visuals). Anyone have a resource that I can refer to? Perhaps simple instructions? there is a tutorial all about creating your hero on mapster (anything can (granted) be outdated, but the "principal editing gameplay" is showcased, you can figure out the rest by doing a test map (then you save a version zach time you have a new feature working so as to not f ck up your work process) | ||
TheFish7
United States2824 Posts
On January 20 2014 11:52 WhalesFromSpace wrote: I am using the editor for a project right now and it seems like much has changed with the editor relative to its state when people were making tutorial and instructional content (what I have found in searches is outdated)... so yeah that being said I am having trouble associating an actor with a unit (ie: Creating my own hero/units of which I can change the stats and visuals). Anyone have a resource that I can refer to? Perhaps simple instructions? Most likely the issue you're experiencing is that your actor's Token is not the unit you are trying to associate with the actor. As a general rule I always copy+paste a new unit and actor when making changes to a unit, and make sure they have the exact same name as it can cause issues if they don't. The best tutorial I know of is OneTwoSC: he has a "full hero" tutorial which covers all the basics this probably helped me learn the data editor more than anything. http://www.youtube.com/user/OneTwoSC/videos edit - another thought, your problem might be your Actor Events. make sure you at least have a Create event under you actor events like so - if you change the unit you may have to update this field. ![]() | ||
zlefin
United States7689 Posts
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TheFish7
United States2824 Posts
The easy way is to create a trigger: Events Player X minerals changes Conditions (Player (Triggering Player) Supplies Used) >= 80 (90?, 100?) Actions Player - Modify player (Triggering Player) Minerals: Subtract 2 Edit - actually, on second thought, this trigger would not work because it would subtract minerals when the player spends resources. You'd need a condition that checks for the source of the change but I'm not sure what that condition would be. However I would not use something like this, instead I would use the data editor; Create a Buff Behavior for each of your harvesters that applies a Modify Unit Effect which modifies the Effect:Resources Harvested Bonus field with a negative amount. The Behavior would have a Player Compare Food Used Validator that enables/disables the behavior. Combine that with triggers that change the UI for the player. You may need an extra set of behaviors specific to high yield minerals, or it may be better to use the Resources Harvested Fraction field instead | ||
dvorakftw
681 Posts
Edit: May have succeeded with Quick. | ||
TheFish7
United States2824 Posts
Should do it in theory, although I've tried changes the races data with mixed results. The offsets field might be a bit tricky to figure out. | ||
TheFish7
United States2824 Posts
I am assuming that a Dependant mod is for use with total conversion mods, like Starbow? Is it only for use within the editor to share data libraries etc? | ||
dvorakftw
681 Posts
On January 23 2014 06:51 TheFish7 wrote: Data -> Races -> Zerg/Terran/Protoss -> Basic: Starting Units + Should do it in theory, although I've tried changes the races data with mixed results. The offsets field might be a bit tricky to figure out. Thank you. Seems the workers was easy. I made a mod Quick Start that seems to do what I wanted. I'm guessing the structures would be tougher because of map location requirements but with the high worker count not a big deal. | ||
zlefin
United States7689 Posts
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turtles
Australia360 Posts
voila | ||
dvorakftw
681 Posts
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turtles
Australia360 Posts
On January 23 2014 13:42 dvorakftw wrote: Interesting but I'll use the excuse of 'supply block is anti-cheese time to scout' to skip that I think. But from what you are saying I'd think a triggered assimilator/refinery/extractor could be relatively simple? Attaching an extractor/refinery/assimilator is a bit tricky IIRC. I do it on a map I'm currently working on but I wrote the code for it so long ago I can't remember how it works off the top of my head. If you create a extractor/refinery/assimilator on top of a guyser using custom code the gas left in the guyser gets automatically depleted as you mine it out HOWEVER you need to set the initial amount of gas insde the extractor/refinery/assimilator otherwise it defaults to 0. Use the function "Set unit property" to set the buildings resources to 2500 (or whatever the default is or whatever you want) Also IIRC, there was issues with the models where you could still see the model for the gas guyser sticking out of the building on top of it. It works fine, but looks buggy so you need to hide the gas guyser actor somehow... anyhow, it's do-able (I did it). But it's far more complicated than simply creating a refinery is what I'm getting at. | ||
enord
France258 Posts
On January 23 2014 08:37 TheFish7 wrote: OK, can someone explain to me the difference between an "Extension Mod" and a "Dependant Mod", and how it works? I am assuming that a Dependant mod is for use with total conversion mods, like Starbow? Is it only for use within the editor to share data libraries etc? i would assume dependant is the mod that calls extension(s) mod, but i have not used it since this update (that or it is the other way around) i think the difference is the way one (the dependant i think) is the only one you have to link to a new terrain map to apply your mod (this dependant mod having other dependencies, they would be "called automatically) surf mapster for it, i'm sure it is mentioned somewhere, also Maverk's sc2bw should be using it for sure, so pm or post in his thread ________________________________________________________________________________________________________ so many traffic in this thread lately still and forever, this is the best thread on tl <3 | ||
enord
France258 Posts
one must just select the map on bnet sc2 play and press "extention mod" ![]() if true: + Show Spoiler + blizz ![]() | ||
zlefin
United States7689 Posts
I always wanted to try to design a version of sc2 that wasn't predicated on single entrance high ground chokes for balance, and extension mods make it easier to do something like that; but I'd need a source of maps that have a variety of layouts in order to be able to test it. | ||
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