Simple Questions/Answers - Page 139
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EatThePath
United States3943 Posts
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Dapper_Cad
United Kingdom964 Posts
Right so I didn't check the 1x1, I just assumed it was the same as the 4x4. Then I spent an hour painting a map with 1x1s and now it turns out that the 1x1 functionality is not the same as the 4x4 but is exactly the same as painted pathing. *sigh* Digging into the data footprint bits I found that the footprint for these two invisible doodads are different. "Footprint 1x1 (no build)" only has the flag "No build" ticked. "Footprint 4x4 (no build)" has the flags "No build" AND "Ground - No spawn" ticked. A little further testing resulted in me finding out that "Gound - No spawn" stops warp-ins. The net result is that you can a. Use no build and no burrow (footprints or paths) to create an area that won't allow buildings or creep tumours but also won't allow burrowing. b. Use no build (footprints or paths) and Ground - No spawn (footprints only ... unless you can create custom path properties) to create an area that won't allow buildings or creep tumours but also won't allow warp-ins. | ||
subtlerevolution
France37 Posts
Someone should do one, getting everyone to showcase their favorite maps (and why they choose them) would be superduper ps: my all time fav: + Show Spoiler + ![]() can you name it ![]() | ||
TheFish7
United States2824 Posts
Easiest question asked here so far ![]() | ||
Bareleon
371 Posts
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Homonuncnunc
United States41 Posts
I'm doubtful, which is depressing because it makes creating more complex patterns or shapes impossible, or at least exponentially more time consuming. | ||
subtlerevolution
France37 Posts
On July 26 2014 09:04 Bareleon wrote: How do you make photon cannons be able to fire at stuff they cant see (in the fog of war)? In the data editor, in the unit tab, find the photon cannon find the weapon line in this go to said weapon and change the 'aquisition range' and other relevant lines (changing it will change it for any unit using said weapon ; so as not to do that, duplicate said weapon and ressign it to the photon cannon) glhf | ||
subtlerevolution
France37 Posts
On July 26 2014 18:49 Homonuncnunc wrote: Is there a way to stack 2D doodads (I.E. decals, tarmac) without having them cover each other up when you reload the map? I'm doubtful, which is depressing because it makes creating more complex patterns or shapes impossible, or at least exponentially more time consuming. Modeling is best done outside in mpq then reintegrated ; more or less if it doesn't load properly .. it will always load improperly | ||
hellokitty[hk]
United States1309 Posts
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ciox
58 Posts
On July 28 2014 19:25 hellokitty[hk] wrote: How much damage does a unit do when they're hitting something that has more/equal armor than their attack? 0.5, this can be changed in the Gameplay Data tab somewhere | ||
Foreverkul
United States1649 Posts
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SetGuitarsToKill
Canada28396 Posts
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Coppermantis
United States845 Posts
As for blue and yellow lines, the blue represents the total playable area (turn on the grid with shift+h to see) and the yellow represents the camera bounds, but the FOV means that you generally see a little past the actual playable area. The symmetry tool works most of the time. With doodad and unit placement it can screw up, but I've very rarely had trouble with terrain and symmetry. | ||
EatThePath
United States3943 Posts
The blue lines are the "real" map boundaries. Try to keep all resources and pathways within the yellow lines though, or close to it. Test it out in game to understand how it looks. On July 31 2014 16:04 Foreverkul wrote: Is there a list/thread of attempted map features (such as alternate resource layouts, the use of islands, irregular spawns or map shapes, etc) with explanations of why they did or did not work? There isn't one document that goes over all this -- it's quite a lot to cover. There are 4 years of discussions dispersed throughout 1000 threads in the map forum though. ![]() However, you can try starting here. Some enterprising mappers have compiled a good chunk of useful things here for you. Clap yo hands in gratitude for their foresight. | ||
Ruiner
United States14 Posts
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SetGuitarsToKill
Canada28396 Posts
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elpanavic
United States5 Posts
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turtles
Australia360 Posts
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elpanavic
United States5 Posts
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turtles
Australia360 Posts
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