- 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?
Forum Index > SC2 Maps & Custom Games |
Azoryen
Portugal242 Posts
March 30 2014 00:28 GMT
#2641
- 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
France258 Posts
March 30 2014 00:38 GMT
#2642
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 | ||
Azoryen
Portugal242 Posts
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 ![]() 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
France258 Posts
March 30 2014 11:02 GMT
#2644
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 | ||
Harreh
90 Posts
March 30 2014 14:59 GMT
#2645
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Ferisii
Denmark199 Posts
March 30 2014 15:33 GMT
#2646
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enord
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 | ||
Harreh
90 Posts
March 30 2014 21:34 GMT
#2648
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WhalesFromSpace
390 Posts
March 30 2014 23:33 GMT
#2649
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 + ![]() 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. | ||
enord
France258 Posts
March 31 2014 15:36 GMT
#2650
melee units are in melee "standard" dependency open dependencies add standard: melee mod | ||
JessicaSc2
Poland123 Posts
April 01 2014 18:47 GMT
#2651
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Ferisii
Denmark199 Posts
April 01 2014 19:01 GMT
#2652
![]() | ||
TheFish7
United States2824 Posts
April 01 2014 19:06 GMT
#2653
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JessicaSc2
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. ![]() ty! | ||
ConCentrate405
Brazil71 Posts
April 01 2014 22:11 GMT
#2655
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Coppermantis
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
Poland123 Posts
April 02 2014 20:19 GMT
#2657
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iamcaustic
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. | ||
JessicaSc2
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
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. ![]() | ||
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