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Simple Questions/Answers - Page 134

Forum Index > SC2 Maps & Custom Games
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Prev 1 132 133 134 135 136 182 Next
JessicaSc2
Profile Joined February 2014
Poland123 Posts
Last Edited: 2014-04-02 23:20:27
April 02 2014 23:20 GMT
#2661
On April 03 2014 06:37 iamcaustic wrote:
Show nested quote +
On April 03 2014 06:28 JessicaSc2 wrote:
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.


it does appear on the featured picture when loading the map but not ingame...
JessicaSc2
Profile Joined February 2014
Poland123 Posts
April 02 2014 23:43 GMT
#2662
Ok I found it. Apparently you need to find

CTerrain_FogEnabled and set it to "1". Which is really misleading because fog appears in the editor without it.
WhalesFromSpace
Profile Joined March 2012
390 Posts
Last Edited: 2014-04-03 01:23:48
April 03 2014 01:04 GMT
#2663
I can't seem to make a supply depot that doesn't cost resources to raise/lower... very confusing to me... it even seems like the ability to lower is set to cost nothing. Any thoughts?

I just want to have the normal supply depot that can raise/lower for free, but raise the HP of it.

Adding the melee dependencies worked for the units like medivac+reaper... but not in this case.

EDIT:

I fixed the issue of having the depot cost minerals to raise/lower... which variable represents the cost of it being built?
Nihility
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 03 2014 01:10 GMT
#2664
On April 03 2014 10:04 WhalesFromSpace wrote:
I can't seem to make a supply depot that doesn't cost resources to raise/lower... very confusing to me... it even seems like the ability to lower is set to cost nothing. Any thoughts?

I just want to have the normal supply depot that can raise/lower for free, but raise the HP of it.

Any reason you wouldn't just increase the HP of the standard supply depot? There shouldn't be any reason to muck with unit costs.
Twitter: @iamcaustic
Bareleon
Profile Blog Joined May 2011
371 Posts
April 03 2014 01:14 GMT
#2665
How do I make it in the map editor to enable probes to build spines and spines can be placed without creep?
WhalesFromSpace
Profile Joined March 2012
390 Posts
Last Edited: 2014-04-03 01:30:06
April 03 2014 01:25 GMT
#2666
On April 03 2014 10:10 iamcaustic wrote:
Show nested quote +
On April 03 2014 10:04 WhalesFromSpace wrote:
I can't seem to make a supply depot that doesn't cost resources to raise/lower... very confusing to me... it even seems like the ability to lower is set to cost nothing. Any thoughts?

I just want to have the normal supply depot that can raise/lower for free, but raise the HP of it.

Any reason you wouldn't just increase the HP of the standard supply depot? There shouldn't be any reason to muck with unit costs.


I want to have the depot cost 1 unit of a non-mineral resource, because the game is turn based, and players are to be limited in regards to how many depots they can construct per turn. (I guess ideally, it would be such that a specific trigger results in the capacity for a user to place a depot [as if you had selected a worker and pressed "b" then "s", and the transparent green model is representing the mouse-cursor].

Also it wouldn't let me edit the stats of the existing depots... all faded out and unclickable, so I think I'm working with a copy or something. Either that or there are 4 different depots and this is the only one it is letting me change. I have the HP set now, but yeah still looking to change cost-to-build.
Nihility
enord
Profile Blog Joined September 2013
France258 Posts
April 03 2014 14:08 GMT
#2667
On April 03 2014 10:14 Bareleon wrote:
How do I make it in the map editor to enable probes to build spines and spines can be placed without creep?

workers are notoriously "fun" to edit
so.. would the spines start to die right away or?
you need to make a new unit,
if you start with the spine unit to make a new one
you will need to do so many things that i 'm afraid i don't have time to describe them now in a succinct post

you would change the ability of the drone, its requirements (presence of creep needed, use of said drone etc)
and then apply it to the probe (would the probe disappear ..?)

i think it might be easier to copy another unit and give it the spine's features (?)

On April 03 2014 10:25 WhalesFromSpace wrote:
Show nested quote +
On April 03 2014 10:10 iamcaustic wrote:
On April 03 2014 10:04 WhalesFromSpace wrote:
I can't seem to make a supply depot that doesn't cost resources to raise/lower... very confusing to me... it even seems like the ability to lower is set to cost nothing. Any thoughts?

I just want to have the normal supply depot that can raise/lower for free, but raise the HP of it.

Any reason you wouldn't just increase the HP of the standard supply depot? There shouldn't be any reason to muck with unit costs.


I want to have the depot cost 1 unit of a non-mineral resource, because the game is turn based, and players are to be limited in regards to how many depots they can construct per turn. (I guess ideally, it would be such that a specific trigger results in the capacity for a user to place a depot [as if you had selected a worker and pressed "b" then "s", and the transparent green model is representing the mouse-cursor].

Also it wouldn't let me edit the stats of the existing depots... all faded out and unclickable, so I think I'm working with a copy or something. Either that or there are 4 different depots and this is the only one it is letting me change. I have the HP set now, but yeah still looking to change cost-to-build.


supply depots seem real easy but they are not
for starters we are talking about 2 units (burrowed or standard)

as for costs, they are set in several fields
in your case (the burrow/unburrow) i would think it is in the ability that you want to change stats

gl
make / have a good tl .. ohhh and i want my icon back :°D
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 03 2014 18:22 GMT
#2668
On April 03 2014 10:25 WhalesFromSpace wrote:
Show nested quote +
On April 03 2014 10:10 iamcaustic wrote:
On April 03 2014 10:04 WhalesFromSpace wrote:
I can't seem to make a supply depot that doesn't cost resources to raise/lower... very confusing to me... it even seems like the ability to lower is set to cost nothing. Any thoughts?

I just want to have the normal supply depot that can raise/lower for free, but raise the HP of it.

Any reason you wouldn't just increase the HP of the standard supply depot? There shouldn't be any reason to muck with unit costs.


I want to have the depot cost 1 unit of a non-mineral resource, because the game is turn based, and players are to be limited in regards to how many depots they can construct per turn. (I guess ideally, it would be such that a specific trigger results in the capacity for a user to place a depot [as if you had selected a worker and pressed "b" then "s", and the transparent green model is representing the mouse-cursor].

Also it wouldn't let me edit the stats of the existing depots... all faded out and unclickable, so I think I'm working with a copy or something. Either that or there are 4 different depots and this is the only one it is letting me change. I have the HP set now, but yeah still looking to change cost-to-build.

Firstly, make sure you're working with the correct dependencies (there should only be 2 depots; a raised depot and lowered depot). Next, you need to make sure that both of these units have identical costs, otherwise you're going to see a cost requirement on the raise/lower ability.
Twitter: @iamcaustic
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-04-03 18:35:12
April 03 2014 18:34 GMT
#2669
WhalesFromSpace - like enord said, you are working with 2 separate units, and using a Morph ability to switch between the two. Make sure the Unit:Cost fields are the same for both. Make sure your Morph ability does not have a resource cost. Finally, make sure the editor is not referencing the cost of an additional unit - that can happen if you copied your morph ability from somewhere else, the game will sum the total costs of all the preceding morph units in line before your final morph. Personally I find morphs to be a huge pain in the ass.

On April 03 2014 10:14 Bareleon wrote:
How do I make it in the map editor to enable probes to build spines and spines can be placed without creep?


In short:
- Add the Spine Crawler unit to the probe's Build Ability and command card
- Remove any creep related behaviors from the Spine Crawler unit
- Change the Spine Crawler's placement Footprint to something that doesn't require creep
- Change the Spine Crawler's Actor's foundation/footprint
- Add Spine Crawler build events to Protoss Building Contstruction Small actor
~ ~ <°)))><~ ~ ~
Bareleon
Profile Blog Joined May 2011
371 Posts
April 03 2014 19:01 GMT
#2670
On April 04 2014 03:34 TheFish7 wrote:
WhalesFromSpace - like enord said, you are working with 2 separate units, and using a Morph ability to switch between the two. Make sure the Unit:Cost fields are the same for both. Make sure your Morph ability does not have a resource cost. Finally, make sure the editor is not referencing the cost of an additional unit - that can happen if you copied your morph ability from somewhere else, the game will sum the total costs of all the preceding morph units in line before your final morph. Personally I find morphs to be a huge pain in the ass.

Show nested quote +
On April 03 2014 10:14 Bareleon wrote:
How do I make it in the map editor to enable probes to build spines and spines can be placed without creep?


In short:
- Add the Spine Crawler unit to the probe's Build Ability and command card
- Remove any creep related behaviors from the Spine Crawler unit
- Change the Spine Crawler's placement Footprint to something that doesn't require creep
- Change the Spine Crawler's Actor's foundation/footprint
- Add Spine Crawler build events to Protoss Building Contstruction Small actor


Thanks.

I did the probe one but still trying to find the creep part. Is it in the unit data for the spine crawler?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 03 2014 22:32 GMT
#2671
Change the Movement: Pathing Footprint: Placement to something that doesn't say creep
~ ~ <°)))><~ ~ ~
Bareleon
Profile Blog Joined May 2011
371 Posts
April 04 2014 20:48 GMT
#2672
Can the minerals and gas only be set to 9999?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 04 2014 21:24 GMT
#2673
On April 05 2014 05:48 Bareleon wrote:
Can the minerals and gas only be set to 9999?

Are you talking about a maximum value, or...? If we're talking caps, why would you need to go above 9999?
Twitter: @iamcaustic
Bareleon
Profile Blog Joined May 2011
371 Posts
April 04 2014 22:55 GMT
#2674
On April 05 2014 06:24 iamcaustic wrote:
Show nested quote +
On April 05 2014 05:48 Bareleon wrote:
Can the minerals and gas only be set to 9999?

Are you talking about a maximum value, or...? If we're talking caps, why would you need to go above 9999?


Its for my map and yeah is it possible to raise the cap above 9999?
And G
Profile Joined May 2012
Germany491 Posts
April 05 2014 13:47 GMT
#2675
I have some doodads with annoying sound ("Lava Flare") and they don't shut up when I tick the "disable sound emitters" checkbox. How can I mute those doodads while keeping the map a melee map?
not a community mapmaker
WhalesFromSpace
Profile Joined March 2012
390 Posts
April 07 2014 16:10 GMT
#2676
I created a hero, but it keeps gaining experience whenever another unit around it gets a kill... I changed some parameters of its veterancy behaviour, but it still keeps happening. Not sure if it is an attribute of the other units, or the hero itself... anyone know the change that I have to make, such that the hero only gains experience for its own kills?
Nihility
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
April 07 2014 21:31 GMT
#2677
On April 05 2014 07:55 Bareleon wrote:
Show nested quote +
On April 05 2014 06:24 iamcaustic wrote:
On April 05 2014 05:48 Bareleon wrote:
Can the minerals and gas only be set to 9999?

Are you talking about a maximum value, or...? If we're talking caps, why would you need to go above 9999?


Its for my map and yeah is it possible to raise the cap above 9999?

From my understanding, the resource cap is 9999. I haven't heard of anyone finding a workaround to increase it, though I'll be honest when I say I haven't had any reason to extensively research the matter.
Twitter: @iamcaustic
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 08 2014 17:55 GMT
#2678
Probably been asked before but I could not find it.

How do you change base height for the background fog level? (On texture tilesets which has background fog faaar down)
aka KanBan85. Working on Starbow.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 08 2014 17:58 GMT
#2679
In the data editor, texture sets, find the tileset you're using, the field is called Fog:Height or Starting Height I believe
~ ~ <°)))><~ ~ ~
WhalesFromSpace
Profile Joined March 2012
390 Posts
Last Edited: 2014-04-09 19:45:31
April 09 2014 19:44 GMT
#2680
On April 08 2014 01:10 WhalesFromSpace wrote:
I created a hero, but it keeps gaining experience whenever another unit around it gets a kill... I changed some parameters of its veterancy behaviour, but it still keeps happening. Not sure if it is an attribute of the other units, or the hero itself... anyone know the change that I have to make, such that the hero only gains experience for its own kills?


Really having trouble figuring this out... I feel like I have attempted all permutations of relevant data attributes. Allied units, heroes or not, are giving my new hero experience, every time that they get a kill... I just want to turn that off. Searching for info on this has only shown me that this behaviour is not intended to be default... I don't even know how I turned it on lol.

My understanding is that with Shared Fraction, and Shared Radius set to 0, that my hero should not be gaining experience when nearby allied units get kills.

+ Show Spoiler +
[image loading]


I also excluded everything from shared filters so I don't know what the fuck is going on.

+ Show Spoiler +
[image loading]


I would be very grateful for any direction in regards to this... so much of my time is being used up trying to address such a seemingly simple issue.
Nihility
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