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Simple Questions/Answers - Page 133

Forum Index > SC2 Maps & Custom Games
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Azoryen
Profile Blog Joined May 2012
Portugal242 Posts
Last Edited: 2014-03-30 00:29:20
March 30 2014 00:28 GMT
#2641
I'm trying to break the behaviour of pylon power into 2 behaviours:
- one that will power only warp-ins and
- one that will power only structures

The goal is to then associate one behaviour with one type of structures and the other behaviour with another type of structures,

Any idea how this can be done?
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-03-30 00:40:04
March 30 2014 00:38 GMT
#2642
yes

long version or short version?

you need to duplicate it all and attribute certain 'traits' to the proper units

there are abilities/behaviors/effects on ALL protoss units /buildings

you would be disallowing buildings in pylon 1 ability/behavior/etc

and disallowing units from the other in pylon 2

and re attributing a new probe to warp in both (with whatever condition you want)

do able / long / edit : fun idea/concept
make / have a good tl .. ohhh and i want my icon back :°D
Azoryen
Profile Blog Joined May 2012
Portugal242 Posts
Last Edited: 2014-03-30 01:34:25
March 30 2014 00:43 GMT
#2643
On March 30 2014 09:38 enord wrote:
yes

long version or short version?

you need to duplicate it all and attribute certain 'traits' to the proper units

there are abilities/behaviors/effects on ALL protoss units /buildings

you would be disallowing buildings in pylon 1 ability/behavior/etc

and disallowing units from the other in pylon 2

and re attributing a new probe to warp in both (with whatever condition you want)

do able / long / edit : fun idea/concept

Long version please, I'm a total newbie with this.
Btw, if that helps, the idea is to attribute one type of power to pylons and the other to nexi.

I don't understand in particular how to disallow buildings or units from each of 2 types of power.
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-03-30 11:07:10
March 30 2014 11:02 GMT
#2644
so..
you open your map / open data editor / select units palette÷list
type pylon in search bar

study all fields (dropdown menus÷lists whatever)
behavior (this is the most important part)
ability
etc

...mmmmm (reading your post again) ...mmmkay, .. i suppose the nexi allow a unit warp in field field and pylons allow a building warp in / powering field

so, then you type nexus (you weep)
study it

when you start to get the hang of how abilitybehavioreffects are interlinked
select protoss in filters (type nothing in search bar)

look at all melee buildings..

there is a necessity to understand the synchronized template that melee uses for all toss buildings and how it relates to the pylon

all units/abilities/behaviors/etc there are menus that refer to filters.. ergo things that are concerned with the abilitybehavioreffects chain

so you would just have to uncheck and that would change the abilitybehavioreffects (trick is that all of them are going to be copies that might need tweaking to be functional)
(personal: i did this on a building i added in my "stix"mod, so i'm not sure just how much s hit i got to check / set to proper settings)
you would uncheck buildings in said filter list on a copied version of the warp in ability/behavior/etc that you would apply to the nexus
.. and change the regular ability/behavior/etc of the pylon, unchecking unit warp in there

plus you need to add the new ability you duplicated for the nexus on the nexus

sorry, i would post screenshots but i'm on mac, so that won't help 99% of tlmapmakers

edit: these two abilities are not ez,take it in stride, make dummy maps to test out your changes/additions before doing it on any map
uhhhh.. if you want to apply these changes to several maps, you should do a mod, not a map

glhf
make / have a good tl .. ohhh and i want my icon back :°D
Harreh
Profile Joined September 2013
90 Posts
March 30 2014 14:59 GMT
#2645
How do I delete terrain objects?
Ferisii
Profile Joined February 2011
Denmark199 Posts
March 30 2014 15:33 GMT
#2646
Bring up the Texture Layer (Press T), choose the 'Terrain Object' brush, press (Esc) then select the terrain object you want to remove.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
enord
Profile Blog Joined September 2013
France258 Posts
March 30 2014 20:45 GMT
#2647
On March 30 2014 23:59 Harreh wrote:
How do I delete terrain objects?

On March 31 2014 00:33 Ferisii wrote:
Bring up the Texture Layer (Press T), choose the 'Terrain Object' brush, press (Esc) then select the terrain object you want to remove.

and press delete
+ Show Spoiler +
joke (ty Ferisil)


who's going to win tlmc4?
+ Show Spoiler +
my bet is laid on superouman
make / have a good tl .. ohhh and i want my icon back :°D
Harreh
Profile Joined September 2013
90 Posts
March 30 2014 21:34 GMT
#2648
ta
WhalesFromSpace
Profile Joined March 2012
390 Posts
Last Edited: 2014-03-30 23:41:39
March 30 2014 23:33 GMT
#2649
Hi again... I have another inquiry.
I am shown 3 medivacs in the data editor, but am only given the option to place 1 of them on the map.
Here is a image showing what I mean: + Show Spoiler +
[image loading]

Is it possible that one of these 3 medivacs has the afterburners (boost), and that there is a way to use it in my map?
I actually can't even find out where afterburners are implemented... even when I look at a melee map haha... other abilities on other units I can identify, though.
Nihility
enord
Profile Blog Joined September 2013
France258 Posts
March 31 2014 15:36 GMT
#2650
the units available in your data editor depend on which dependencies your map is hosting
melee units are in melee "standard" dependency
open dependencies
add standard: melee mod
make / have a good tl .. ohhh and i want my icon back :°D
JessicaSc2
Profile Joined February 2014
Poland123 Posts
April 01 2014 18:47 GMT
#2651
Does anyone know how do I add this foggy tint that you can find around the edges of the many maps. For example polar nigh has a white/blue version of it: http://wiki.teamliquid.net/starcraft/images2/f/fa/Polarnight.jpg

Ferisii
Profile Joined February 2011
Denmark199 Posts
April 01 2014 19:01 GMT
#2652
Bring up the Data window (press F9) and add a new tab for 'Terrain Types'. Then find the tileset your current map is using and change the fog settings around to your liking.

[image loading]
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-04-01 19:08:18
April 01 2014 19:06 GMT
#2653
There are also "fog" doodads, although I can't remember the exact names atm. You can add custom colors to those doodads.... Its useful to have both if you want a sort of multi-layered cloud effect like on cloud kingdom.
~ ~ <°)))><~ ~ ~
JessicaSc2
Profile Joined February 2014
Poland123 Posts
April 01 2014 20:19 GMT
#2654
On April 02 2014 04:01 Ferisii wrote:
Bring up the Data window (press F9) and add a new tab for 'Terrain Types'. Then find the tileset your current map is using and change the fog settings around to your liking.

[image loading]



ty!

ConCentrate405
Profile Joined November 2013
Brazil71 Posts
April 01 2014 22:11 GMT
#2655
Are trees "doodads that produce dynamic shadows" as said in TLMC rules?
I look like someone's uncle after a hard life
Coppermantis
Profile Joined June 2012
United States845 Posts
April 02 2014 05:53 GMT
#2656
On April 02 2014 07:11 ConCentrate405 wrote:
Are trees "doodads that produce dynamic shadows" as said in TLMC rules?

I'm guessing that refers to the actual lights, since there are a lot of doodads that could cast dynamic shadows if those lights are used.
JessicaSc2
Profile Joined February 2014
Poland123 Posts
April 02 2014 20:19 GMT
#2657
I've got another issue with the fog. It does appear in the editor however not in game. Anyone know how to make it appear in game as well?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 02 2014 21:20 GMT
#2658
On April 03 2014 05:19 JessicaSc2 wrote:
I've got another issue with the fog. It does appear in the editor however not in game. Anyone know how to make it appear in game as well?

Your graphics settings have to be at a minimum level; fog does not appear on low graphics settings.
Twitter: @iamcaustic
JessicaSc2
Profile Joined February 2014
Poland123 Posts
April 02 2014 21:28 GMT
#2659
On April 03 2014 06:20 iamcaustic wrote:
Show nested quote +
On April 03 2014 05:19 JessicaSc2 wrote:
I've got another issue with the fog. It does appear in the editor however not in game. Anyone know how to make it appear in game as well?

Your graphics settings have to be at a minimum level; fog does not appear on low graphics settings.


everything's on ultra.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 02 2014 21:37 GMT
#2660
On April 03 2014 06:28 JessicaSc2 wrote:
Show nested quote +
On April 03 2014 06:20 iamcaustic wrote:
On April 03 2014 05:19 JessicaSc2 wrote:
I've got another issue with the fog. It does appear in the editor however not in game. Anyone know how to make it appear in game as well?

Your graphics settings have to be at a minimum level; fog does not appear on low graphics settings.


everything's on ultra.

Eh, that's weird. There's nothing special that needs to be set. Fog should appear on higher graphics settings.
Twitter: @iamcaustic
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