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On August 03 2014 05:22 Ruiner wrote: 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! If you can't find what you're looking for, maybe you should just post a list of things you need help with. To start, minerals and vespene are in the units tab under the resources folder.
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In the data editor, how do I give a unit the blink ability?
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Units tab. Basic - Abilities +. Double click that and add the stalker- blink ability to the list, behind Move Attack, etc.
Units tab. Command Card. Add the ability to a spot on the command card. Start by picking the button you want to use, then the blink ability from the drop down and then the blink command in the 3rd drop down.
If you want to be thorough or plan on changing any of the stats of blink, you should duplicate the ability first then hook up your new duplicate ability to the unit. duplicate the button, effects, requirements, validators, behaviors, and blue text actors.
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How do I make it so a unit cannot go down ramps?
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On August 09 2014 10:32 Bareleon wrote: How do I make it so a unit cannot go down ramps? 2 methods come to mind; both are nontrivial to implement. This is not some kind of checkbox in the data editor unforetunately. 
- Use triggers and a region placed on the ramps in your map to bounce out the unit in question. Various options for doing this, not sure which would appear smoothest. This would result in pathing problems because the path finding AI wouldn't account for the impassable ramp.
- Use some kind of validator (maybe the colossus cliff walk ability?) to check for a custom property defined by regions placed on ramps. Not sure if pathing would account for this or if it's even possible.
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On August 12 2014 14:21 EatThePath wrote:Show nested quote +On August 09 2014 10:32 Bareleon wrote: How do I make it so a unit cannot go down ramps? 2 methods come to mind; both are nontrivial to implement. This is not some kind of checkbox in the data editor unforetunately.  - Use triggers and a region placed on the ramps in your map to bounce out the unit in question. Various options for doing this, not sure which would appear smoothest. This would result in pathing problems because the path finding AI wouldn't account for the impassable ramp.
- Use some kind of validator (maybe the colossus cliff walk ability?) to check for a custom property defined by regions placed on ramps. Not sure if pathing would account for this or if it's even possible.
Thanks, I will try the first one.
Do you know how to make it so when three units are created after a certain amount of time, they all start moving right away? I only got one of the three to move.
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There are a number of ways to do that, the easiest will be to issue a move order to units in region matching condition Or use a function: pick each integer from 1 to (# of units to create) and do actions: 1. create unit 2. order last created unit to...
regarding the first question, there are ways to confine a unit to a certain height level, however its very complicated to do so, this guide explains how to do it.
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Do you know how to make it so when three units are created after a certain amount of time, they all start moving right away? I only got one of the three to move.
Sounds like you are creating a group of units using triggers. If you want to issue them all a command then there is a trigger for "command unit group" Sounds like you were only using the issue command trigger which is for a single unit. Use the function last created units to get the group after you create it.
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Not a question necessarily related to making maps... but how do you guys find custom maps? The ingame browser is horrible, 3 of the 5 filters show all blizzard maps. The only usable one is 'newest' and you can't even filter maps by player count. It seems like unless you know the exact name of a map, you're never going to find it.
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I was wondering is there a reason all the matchups in tourneys are played on same maps? For example couldn't there be dedicated mirror matchup maps for each race? I think it would allow some cool mechanics where you could have a ZvZ map with lowground mains or a PvP island map.
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Is it possible to make a custom map or arcade game that has a Sit and Go format? Let's say something like 16 players play BO1s on the same map, and you have a lobby, where you can follow the progress. Winner advances on. Could that be done? Or has it already?
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On August 26 2014 04:11 Mozdk wrote: Is it possible to make a custom map or arcade game that has a Sit and Go format? Let's say something like 16 players play BO1s on the same map, and you have a lobby, where you can follow the progress. Winner advances on. Could that be done? Or has it already?
Yes it could be done, only problem being that the max player count is 14 I believe. There was an observer mode mod that was popular that would allow you to pick two players to play each other from inside the game. When they were finished a new challenger could play and the map would get reset. You could pick your race from inside the game etc.
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Is there a guide for making maps ladder or tournament ready, (specifically for base layout / proper resource placement, main - nat distances,) or can each map vary? Thanks.
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your Country52797 Posts
On August 27 2014 05:03 Hexe wrote: Is there a guide for making maps ladder or tournament ready, (specifically for base layout / proper resource placement, main - nat distances,) or can each map vary? Thanks. Not sure I get your question. Maps are good enough to be ladder/tournament ready if they: -Have a balanced layout (this can and probably should vary quite a bit) -Are not ugly (obviously varies all the time) -Have a normal main-nat distance (this shouldn't vary too much)
In order to be viable for ladder/tournaments, though, it has to also have: -Some measure of flow, so that units can actually be moved around without too much difficulty (basically avoid really tight paths everywhere, random mazes of pathways, random sharp corners etc) -A normal resource layout, which is here.
Hope this helps
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+ Show Spoiler +On August 27 2014 05:29 The_Templar wrote:Show nested quote +On August 27 2014 05:03 Hexe wrote: Is there a guide for making maps ladder or tournament ready, (specifically for base layout / proper resource placement, main - nat distances,) or can each map vary? Thanks. Not sure I get your question. Maps are good enough to be ladder/tournament ready if they: -Have a balanced layout (this can and probably should vary quite a bit) -Are not ugly (obviously varies all the time) -Have a normal main-nat distance (this shouldn't vary too much) In order to be viable for ladder/tournaments, though, it has to also have: -Some measure of flow, so that units can actually be moved around without too much difficulty (basically avoid really tight paths everywhere, random mazes of pathways, random sharp corners etc) -A normal resource layout, which is here. Hope this helps That's perfect, awesome. I didn't want to start the next stage before I got the distances and minerals right.
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I can't publish at all for the past few days, always stuck at "Transmitting Archive File", even different maps or blank maps. Is this related to the DDOS attacks, or just me?
edit: seems to be a problem affecting NA, even if it does upload, users cannot download the map if it's beyond a certain file size. Blue post said they are investigating.
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Is there a way to lower entire sections of terrain almost like the "Fill Paint" tool for the textures? Like in retrospect I want one of my valleys a cliff and dont really like the way I have to carefully raise the dang thing manually inch by inch.
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On September 05 2014 06:24 Hexe wrote: Is there a way to lower entire sections of terrain almost like the "Fill Paint" tool for the textures? Like in retrospect I want one of my valleys a cliff and dont really like the way I have to carefully raise the dang thing manually inch by inch. For the cliffs or the terrain? There is a tool for terrain height and there is a tool to add cliffs, if you want to make a lower pathable height LOWER that the height 1(lowest pathable ground, shows up by default when creating a new map file) then you can't, you would need to raise the entire map by one level (manualy) and work from there.
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On September 05 2014 06:24 Hexe wrote: Is there a way to lower entire sections of terrain almost like the "Fill Paint" tool for the textures? Like in retrospect I want one of my valleys a cliff and dont really like the way I have to carefully raise the dang thing manually inch by inch. Short answer, no, there's no fill tool to put an area at a certain level. =[
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