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Simple Questions/Answers - Page 127

Forum Index > SC2 Maps & Custom Games
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[MD]Frostbite
Profile Blog Joined May 2012
Canada292 Posts
January 19 2014 22:16 GMT
#2521
Turns out my pc is actually so bad that I can't use some textures, like foliage. So is it okay just to post some crude drawn pictures of concepts for maps in the WIP thread?
White-Ra, the godfather Protoss
turtles
Profile Blog Joined August 2011
Australia360 Posts
January 19 2014 23:36 GMT
#2522
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.

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
Profile Blog Joined February 2012
United States2824 Posts
January 20 2014 00:06 GMT
#2523
You have to make sure to change your game settings in game to like high or ultra, for me I actually have to open up the game client to do this, so that you can see all of the terrain features like foliage etc.
~ ~ <°)))><~ ~ ~
[MD]Frostbite
Profile Blog Joined May 2012
Canada292 Posts
January 20 2014 02:18 GMT
#2524
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.
White-Ra, the godfather Protoss
WhalesFromSpace
Profile Joined March 2012
390 Posts
January 20 2014 02:52 GMT
#2525
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relative to its state when people were making tutorial and instructional content (what I have found in searches is outdated)...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?
Nihility
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-01-20 12:39:10
January 20 2014 12:34 GMT
#2526
+ Show Spoiler +
On January 20 2014 11:18 [MD]Frostbite wrote:
Show nested quote +
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.

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)

make / have a good tl .. ohhh and i want my icon back :°D
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-01-20 18:48:26
January 20 2014 18:33 GMT
#2527
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.
[image loading]
~ ~ <°)))><~ ~ ~
zlefin
Profile Blog Joined October 2012
United States7689 Posts
January 22 2014 06:39 GMT
#2528
is there an easy way to get wc3-style upkeep in the sc2 editor?
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-01-22 21:23:44
January 22 2014 21:11 GMT
#2529
There is an easy way to do this, but it is not the right way to do it because it could mess up and/or cause lag.

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
Profile Blog Joined November 2011
681 Posts
Last Edited: 2014-01-22 22:52:31
January 22 2014 21:20 GMT
#2530
Can someone please make and upload a Quick Start extension mod that has games start with 16 workers instead of 6? If it is easy enough I also wouldn't mind toying around with a Quicker Start that added an addition supply structure/unit, gate/rax/pool, and one assimilator /refinery/extractor.

Edit: May have succeeded with Quick.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 22 2014 21:51 GMT
#2531
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.
~ ~ <°)))><~ ~ ~
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 22 2014 23:37 GMT
#2532
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?
~ ~ <°)))><~ ~ ~
dvorakftw
Profile Blog Joined November 2011
681 Posts
January 22 2014 23:41 GMT
#2533
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
Profile Blog Joined October 2012
United States7689 Posts
January 23 2014 03:13 GMT
#2534
Yes, the offsets are the challenge for buildings; in particular, they do not autorotate based on the start location; sadly blizzard chose to never correct that defect; this tends to cause the problem of some of them being in bad places behind the mineral line.
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
turtles
Profile Blog Joined August 2011
Australia360 Posts
January 23 2014 04:08 GMT
#2535
If you want a supply structure automatically at the start of the game then doing it in triggers would be easy with a little mathematics.

  1. Figure out the angle from nexus/command centre/hatchery to the mineral patches nearby
  2. take the average
  3. create a pylon/supply depot/overlord at a fixed distance 180 degrees from the angle to minerals
  4. stick the code in the "map initialization" trigger


voila
dvorakftw
Profile Blog Joined November 2011
681 Posts
January 23 2014 04:42 GMT
#2536
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?
turtles
Profile Blog Joined August 2011
Australia360 Posts
January 23 2014 06:34 GMT
#2537
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
Profile Blog Joined September 2013
France258 Posts
January 23 2014 12:54 GMT
#2538
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
make / have a good tl .. ohhh and i want my icon back :°D
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-01-23 14:42:29
January 23 2014 14:41 GMT
#2539
from rickyboy's "balanz" map thread, it seems that the "extension mod is available to use ON ANY MAP you would want to play
one must just select the map on bnet sc2 play and press "extention mod"



if true: + Show Spoiler +
blizz
make / have a good tl .. ohhh and i want my icon back :°D
zlefin
Profile Blog Joined October 2012
United States7689 Posts
January 24 2014 23:57 GMT
#2540
Is there a source for sc2 maps that don't follow the standard setup?
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.
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
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