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Simple Questions/Answers - Page 138

Forum Index > SC2 Maps & Custom Games
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Prev 1 136 137 138 139 140 182 Next
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
July 02 2014 16:30 GMT
#2741
On July 02 2014 14:20 Namrufus wrote:
Show nested quote +
On July 02 2014 08:47 Dapper_Cad wrote:
Perhaps this is the wrong place but...I was wondering if there is a good history of Broodwar map making that anyone knows about.


check this out: http://www.teamliquid.net/forum/brood-war/84214-a-decade-of-promaps-dec-1998-dec-2008


You're a star Namrufus. Thanks.
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
justleads0519
Profile Joined July 2014
Australia1 Post
Last Edited: 2014-07-03 08:14:39
July 03 2014 07:31 GMT
#2742
--nuked--

User was banned for this post.
The future belongs to those who believes in the beauty of their dreams.
t0ssboy
Profile Joined August 2011
Bulgaria681 Posts
Last Edited: 2014-07-04 06:36:16
July 03 2014 16:11 GMT
#2743
Nevermind,wrong thread.
Courage is doing what you are afraid to do.There can be no courage if there is no fear.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-07-04 06:28:14
July 04 2014 06:27 GMT
#2744
On July 02 2014 23:30 TrumpetWilli wrote:
Hey guys I have a short question:

I want to make a map with auto spawning.
I know how to make buildings spawn units as long as they're alive (make the building a units and so on) but I forgot how to enable that you can give these buildings rally points when you're playing

Like I know how to spawn Units in a Region but i want to have the possibility to start the game and then rally the units to wherever I want

Thanks in advance


You could make a trigger that issues an order to the building to ability command (rally) targeting point (point x)

Spawned from a region, issue order to last created unit (order targeting point) (attack)
~ ~ <°)))><~ ~ ~
watchlulu
Profile Joined February 2013
Germany475 Posts
July 04 2014 08:36 GMT
#2745
On July 04 2014 15:27 TheFish7 wrote:
Show nested quote +
On July 02 2014 23:30 TrumpetWilli wrote:
Hey guys I have a short question:

I want to make a map with auto spawning.
I know how to make buildings spawn units as long as they're alive (make the building a units and so on) but I forgot how to enable that you can give these buildings rally points when you're playing

Like I know how to spawn Units in a Region but i want to have the possibility to start the game and then rally the units to wherever I want

Thanks in advance


You could make a trigger that issues an order to the building to ability command (rally) targeting point (point x)

Spawned from a region, issue order to last created unit (order targeting point) (attack)


Thank you, exactly what I was looking for ^^

Maybe it's not the biggest deal but I hardly use the Editor and I build a map once where I used that trigger but I just forgot how it works, thanks alot
Have a nice day!
subtlerevolution
Profile Joined June 2014
France37 Posts
July 04 2014 09:40 GMT
#2746
On July 04 2014 15:27 TheFish7 wrote:
Show nested quote +
On July 02 2014 23:30 TrumpetWilli wrote:
Hey guys I have a short question:

I want to make a map with auto spawning.
I know how to make buildings spawn units as long as they're alive (make the building a units and so on) but I forgot how to enable that you can give these buildings rally points when you're playing

Like I know how to spawn Units in a Region but i want to have the possibility to start the game and then rally the units to wherever I want

Thanks in advance


You could make a trigger that issues an order to the building to ability command (rally) targeting point (point x)

Spawned from a region, issue order to last created unit (order targeting point) (attack)


<3
mattek92
Profile Joined July 2014
Sweden1 Post
July 09 2014 10:01 GMT
#2747
I don't know if this is simple or not, but I got an idea of making an extension mod where every units damage is Current HP / 10 (feel free to steal the idea if you're not in the mood for teaching me).

I've done quite a few extension mods before, so I know all the basics and stuff. My question is, is there a variable (is that the right thing?) such as "Current HP", and can I use that variable in the damage section (either via the XML editor, or the other one) with some math? Or do I need to set the damage to Max Life / 10 and then create something custom the take away damage, as a reversed upgrade?

I realise now, this might be more complicated than this thread is supposed to be, but I'll give it a shot.
watchlulu
Profile Joined February 2013
Germany475 Posts
Last Edited: 2014-07-10 21:30:35
July 10 2014 10:38 GMT
#2748
Alright now I have another question

My map is like a little arena where every player starts with some buildings and a few units but there is not the Problem

My Question is:

How can I achieve that when the game detects that one player is controlled by AI, he get's kicked automaticalle and therefor all his units are destroyed
- or even better -
what do I have to set that these Units wont even get built when I start the Lobby with like 2/4 players so player 3 & 4 wont even exist in the game?

Edit:

One more question on the go:

Somehow when I spawn Banelings they are not attacking - like - I can let them explode manually but I can't perform attack move (they are just on move command but they don't attack anything) - Anybody knows how to get them performing the attack-move?
Have a nice day!
theworldofdustoerba
Profile Joined November 2012
51 Posts
Last Edited: 2014-07-11 01:30:51
July 11 2014 01:23 GMT
#2749
Can someone please help, whats wrong with the Mar Sara vespene geyser texture (square bug) and the mar sara tileset does not blend with other texture sets. Please help with these two problems.

[image loading]

[image loading]

also when i set my shaders below High, these doodads in my map turn pink in-game. Whats wrong?? ((

[image loading]
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 11 2014 13:16 GMT
#2750
A short question: how do I make the terrain transparent like on Habitation Station?

[image loading]

On that map, if you remove the Protoss Tarmac doodad, you see right through the terrain. This looks cool because the Tarmac itself is transparent to some extent, so you can see what's beneath the ground (which is that rotating circles stuff).
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-07-12 00:33:22
July 12 2014 00:33 GMT
#2751
On July 09 2014 19:01 mattek92 wrote:
I don't know if this is simple or not, but I got an idea of making an extension mod where every units damage is Current HP / 10 (feel free to steal the idea if you're not in the mood for teaching me).

I've done quite a few extension mods before, so I know all the basics and stuff. My question is, is there a variable (is that the right thing?) such as "Current HP", and can I use that variable in the damage section (either via the XML editor, or the other one) with some math? Or do I need to set the damage to Max Life / 10 and then create something custom the take away damage, as a reversed upgrade?

I realise now, this might be more complicated than this thread is supposed to be, but I'll give it a shot.


Can't think of a way to do this in the data editor. You might be able to use XML but I couldn't say.

What you could do instead is use a Trigger:

+ Show Spoiler +
[image loading]


What you will need to do is point every unit's Damage ability to a custom Damage Effect and set that to 1. (In this case I used Zergling claws) Then use another Effect to apply the 10% damage using the trigger (In this case it's Drone spines). You'll need to set Drone spines damage = 0. If you want to retain the proper Death Animations, you'll need a separate trigger for each possible Death type (fire, decaptitation, etc). You'll need to decide how to treat a zealot's 2 attacks and an immortal's shields as well.

On July 10 2014 19:38 TrumpetWilli wrote:
Alright now I have another question

My map is like a little arena where every player starts with some buildings and a few units but there is not the Problem

My Question is:

How can I achieve that when the game detects that one player is controlled by AI, he get's kicked automaticalle and therefor all his units are destroyed
- or even better -
what do I have to set that these Units wont even get built when I start the Lobby with like 2/4 players so player 3 & 4 wont even exist in the game?


One way to approach this would be to set up a separate game Variant for 2, 3, and 4 player games. You could disallow AI players this way. This would be the cleanest.

What I would probably do though is to place all the buildings you need via a trigger instead of just having them placed on the map. Use Points in the locations you want the buildings. Use a Condition to check if the player you are creating the building for is controlled by AI. This method also makes it easier to assign a variable to that structure at the start of the game and set up triggers affecting those buildings later.

On July 10 2014 19:38 TrumpetWilli wrote:
Somehow when I spawn Banelings they are not attacking - like - I can let them explode manually but I can't perform attack move (they are just on move command but they don't attack anything) - Anybody knows how to get them performing the attack-move?

You are commanding them to attack move not move command? You could try turning their autocast on. Alternately, create a behavior or trigger that checks for units in the vicinity and orders it to use it's explode ability.
~ ~ <°)))><~ ~ ~
Coppermantis
Profile Joined June 2012
United States845 Posts
July 12 2014 01:55 GMT
#2752
On July 11 2014 22:16 Sholip wrote:
A short question: how do I make the terrain transparent like on Habitation Station?

[image loading]

On that map, if you remove the Protoss Tarmac doodad, you see right through the terrain. This looks cool because the Tarmac itself is transparent to some extent, so you can see what's beneath the ground (which is that rotating circles stuff).


There are some terrain objects that make the ground transparent. Otherwise, you can go to the terrain object panel and select "hide terrain cells" to paint invisible terrain like a brush.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 12 2014 12:34 GMT
#2753
On July 12 2014 10:55 Coppermantis wrote:
There are some terrain objects that make the ground transparent. Otherwise, you can go to the terrain object panel and select "hide terrain cells" to paint invisible terrain like a brush.

Indeed, thank you.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
watchlulu
Profile Joined February 2013
Germany475 Posts
July 12 2014 19:08 GMT
#2754
On July 12 2014 09:33 TheFish7 wrote:

Show nested quote +
On July 10 2014 19:38 TrumpetWilli wrote:
Alright now I have another question

My map is like a little arena where every player starts with some buildings and a few units but there is not the Problem

My Question is:

How can I achieve that when the game detects that one player is controlled by AI, he get's kicked automaticalle and therefor all his units are destroyed
- or even better -
what do I have to set that these Units wont even get built when I start the Lobby with like 2/4 players so player 3 & 4 wont even exist in the game?


One way to approach this would be to set up a separate game Variant for 2, 3, and 4 player games. You could disallow AI players this way. This would be the cleanest.

What I would probably do though is to place all the buildings you need via a trigger instead of just having them placed on the map. Use Points in the locations you want the buildings. Use a Condition to check if the player you are creating the building for is controlled by AI. This method also makes it easier to assign a variable to that structure at the start of the game and set up triggers affecting those buildings later.


Yes but I have some triggers depending on those buildings already and I don't think I can get those triggers working when I just build the Buildings after the game started
Have a nice day!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 13 2014 13:52 GMT
#2755
When you place the structure, use a global variable to remember it.
~ ~ <°)))><~ ~ ~
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
July 14 2014 19:54 GMT
#2756
Hello again,

I have quick question about melee maps in general and a couple about unbuildable terrain in particular.

-Is there a post anywhere that tells you what you can and can't do if you want to get a map accepted to the ladder or premier tournaments? (mixing gold and standard minerals at an expansion / regions / rich vespene gas geysers all seem to be no-nos. Does it say this anywhere all official like?)

-Are there any well known maps that use unbuildable terrain as a feature of the map? I've watched a fair bit of SC2 and never noticed it myself.

-Is there a way to create terrain in a melee map so that creep tumours can't be built on it but creep can travel across it? I've tried using unbuildable doodads but they block creep completely. Ive used "no building" pathing but as soon as creep gets on it then creep tumours can be built there, even though other zerg buildings can't.
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 14 2014 22:01 GMT
#2757
On July 15 2014 04:54 Dapper_Cad wrote:
Hello again,

I have quick question about melee maps in general and a couple about unbuildable terrain in particular.

-Is there a post anywhere that tells you what you can and can't do if you want to get a map accepted to the ladder or premier tournaments? (mixing gold and standard minerals at an expansion / regions / rich vespene gas geysers all seem to be no-nos. Does it say this anywhere all official like?)

-Are there any well known maps that use unbuildable terrain as a feature of the map? I've watched a fair bit of SC2 and never noticed it myself.

-Is there a way to create terrain in a melee map so that creep tumours can't be built on it but creep can travel across it? I've tried using unbuildable doodads but they block creep completely. Ive used "no building" pathing but as soon as creep gets on it then creep tumours can be built there, even though other zerg buildings can't.

1.) No, unfortunately. However, on the brighter side of things Blizzard only really seems to strictly enforce the resource rule. Everything else appears to be fair game, provided you have a good map and you're not doing too many custom game things (as long as the editor says your map type is 'Melee', you should be good to go).

2.) Only in very limited usage. For example, Daybreak used some unbuildable pathing behind the resources of the natural bases to prevent stuff like cannon/bunker abuse.

3.) I have no idea! Never really tried to do something like that.
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 15 2014 03:45 GMT
#2758
Are you sure about 3)? I've never seen that happen where creep "erases" the nobuild painted pathing allowing tumor placement. But it's been a long time since I checked so maybe this has changed.

If you want creepable but no tumor placement, you can use some of the doodad bridges to achieve this effect out-of-the-box, so to speak. You can play with their visuals and pathing footprint, too, if you want to for example place multiples to create a larger area than just a standard bridge size. (Just up/downscaling the doodad size in the editor won't change their footprint size.)

Incidentally you can't forcefield on bridges that cover level 0 terrain either.
Comprehensive strategic intention: DNE
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
Last Edited: 2014-07-15 08:29:59
July 15 2014 08:23 GMT
#2759
On July 15 2014 12:45 EatThePath wrote:
Are you sure about 3)? I've never seen that happen where creep "erases" the nobuild painted pathing allowing tumor placement. But it's been a long time since I checked so maybe this has changed.

If you want creepable but no tumor placement, you can use some of the doodad bridges to achieve this effect out-of-the-box, so to speak. You can play with their visuals and pathing footprint, too, if you want to for example place multiples to create a larger area than just a standard bridge size. (Just up/downscaling the doodad size in the editor won't change their footprint size.)

Incidentally you can't forcefield on bridges that cover level 0 terrain either.


Been playing around and yes, this seems to be how it functions. Images below contain a small unbuildable path on normal terrain which allows creep AND CREEP TUMOURS but doesn't allow other buildings. There are also a bunch of unbuildable bricks around the area blocking all creep.

[image loading]
Screenshot from map editor showing unbuildable path (composite of two images for clarity)


[image loading]
Ingame screenshot showing creep tumours built and about to build on the same unbuildable area


[image loading]
Ingame screenshot showing a spawning pool about to build on the same area
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
Last Edited: 2014-07-15 13:46:08
July 15 2014 10:23 GMT
#2760
I tried messing about with bridges for a while but couldn't find anything that behaved the way I needed it to. I did bump into a bridge with a "no burrow" foot print which lead me to a "fix" which works for my own purposes: "no burrow" pathing.

However I have a new question though it's really just out of curiosity.

I have found that creep tumours ignore "no build" pathing as long as there is creep present. So I'm wondering...

Is it possible to have any space in a melee map where:

-creep will spread
-units can burrow
-creep tumours can't be built


SOLVED

Was right in front of me the whole time. Doodads "Building Blocker" 4x4 and 1x1 both work.

But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
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