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Simple Questions/Answers - Page 139

Forum Index > SC2 Maps & Custom Games
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 15 2014 16:56 GMT
#2761
Ha, glad to hear it! I will definitely keep that in mind. I wonder what type of footprint the building blocker has...? (Distinct from the painted pathing?)
Comprehensive strategic intention: DNE
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
July 15 2014 18:38 GMT
#2762
Gah...

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.
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.
subtlerevolution
Profile Joined June 2014
France37 Posts
July 24 2014 14:38 GMT
#2763
How is it that there is no Map Hall of fame in this sub forum?

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 +
[image loading]
can you name it ?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 24 2014 15:48 GMT
#2764
Bridge to Bridge Combat

Easiest question asked here so far
~ ~ <°)))><~ ~ ~
Bareleon
Profile Blog Joined May 2011
371 Posts
July 26 2014 00:04 GMT
#2765
How do you make photon cannons be able to fire at stuff they cant see (in the fog of war)?
Homonuncnunc
Profile Joined May 2014
United States41 Posts
July 26 2014 09:49 GMT
#2766
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.
It should be noted that I've upvoted every single person who's disagreed with me here, as far as I know.
subtlerevolution
Profile Joined June 2014
France37 Posts
July 28 2014 08:46 GMT
#2767
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
Profile Joined June 2014
France37 Posts
July 28 2014 08:48 GMT
#2768
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]
Profile Joined June 2009
United States1309 Posts
July 28 2014 10:25 GMT
#2769
How much damage does a unit do when they're hitting something that has more/equal armor than their attack?
People are imbeciles, lucky thing god made cats.
ciox
Profile Joined March 2011
58 Posts
July 28 2014 12:48 GMT
#2770
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
Profile Joined March 2014
United States1649 Posts
July 31 2014 07:04 GMT
#2771
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?
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2014-08-01 01:45:40
August 01 2014 01:44 GMT
#2772
Okay, I've been interested in making a map for a while (even though I have no real ideas or plans yet) and I may have asked a similar question a long time ago but... is the map editor really this clunky? Does the mouse wheel really not work?! This is very discouraging already to use. Also, the blue and yellow lines that come on a standard melee map represent bounds, but I just assume that yellow is playing bounds and blue is view bound but I can't figure it out for sure. Also, the symmetry tool doesn't actually work perfectly? Am I just doing everything wrong or what? I may need a little bit of spoon feeding here because I'm overwhelmed by this thing.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Coppermantis
Profile Joined June 2012
United States845 Posts
August 01 2014 02:10 GMT
#2773
Mouse wheel works for me.

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
Profile Blog Joined September 2009
United States3943 Posts
August 01 2014 03:15 GMT
#2774
Mouse wheel is kind of sketchy, try reinstalling your drivers or something. It used to work for me, now it is about 50/50, which is ever weirder than "doesn't work"; I'm too lazy to try and fix it. There are lots of view-manipulation shortcuts that I use that obviate the need for scroll. For example, if you hold control and right-click-and-hold, dragging will zoom in and out.

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.
Comprehensive strategic intention: DNE
Ruiner
Profile Joined January 2011
United States14 Posts
August 02 2014 20:22 GMT
#2775
Ok, so I have been looking around for a couple days, trying to find the most basic of tutorials (for example I can't even find where to find the damn minerals or vespene gas!!) All the basic tutorials that i have found were all written in 2010 when the view and layout is completely different than what is shown! So does anyone know a helpful link as to where i can find a more relevant/updated tutorial? Thank you!
*Sigh*
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2014-08-02 21:45:46
August 02 2014 21:44 GMT
#2776
disragard everything I said, wrong thread :p
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
elpanavic
Profile Joined February 2014
United States5 Posts
August 03 2014 23:04 GMT
#2777
Is there a special setting to get the IA play when using the MOD SALT for training? the way mine is setup, the AI does nothing. Thanks.....
turtles
Profile Blog Joined August 2011
Australia360 Posts
August 04 2014 02:50 GMT
#2778
elpanavic - The computer AI doesn't work for custom games. It only works on melee maps. You can still practice using SALT by youself or you can get a human in the game with you and practice your build orders against each other.
elpanavic
Profile Joined February 2014
United States5 Posts
August 04 2014 17:28 GMT
#2779
Turtles, thanks....
turtles
Profile Blog Joined August 2011
Australia360 Posts
August 04 2014 21:49 GMT
#2780
No worries. There's been a bunch of questions popping up around the place. Thought I would consolidate them in one place.

SALT FAQ
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