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On May 27 2015 11:15 turtles wrote: How did you do it in those photos? The green looks like the pathing layer in the editor, but obviously it's not since it has the dialog up at the same time.
You can use triggers to figure out the lenght/width/location of a region. Then you can place whatever effects you need done.
I just added the green in photoshop.
What kind of effects will make region change in appearance? I am very new to editor.
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On May 27 2015 12:29 TheFish7 wrote:Show nested quote +On May 25 2015 08:36 Fuell wrote: I have two questions, if anyone is familiar with these that would be great:
1) Duplicating units doesn't seem to work like it used to in previous editions of the editor. I try to duplicate an unit, actor, weapon, and damage effect, to say make the fire archer from the archer, but the name changes for both units when I duplicate?
2) Splash damage doesn't appear to be working like it should. Anyone know the tricks behind this? 1) Duplicating units is a lot different from past editors. The basic procedure for duplicating a unit is to use Ctrl+U, then duplicate everything that is unique to that unit (but not shared or universal abilities, actors etc.) See the screenshot below for what I mean. If you have an archer unit and want to make a fire archer, I recommend that you duplicate a new one from scratch. (The other option being morph abilities, which is a pain just due to the actor events) You'll need to duplicate a new actor, units should never share actors, and probably a weapon, model, abilities, and whatever else. Duplicating the Marine without having conflicting actors, etc: + Show Spoiler +2) Splash damage is actually really well done in the sc2 editor, there are a ton of possibilities for different levels of damage, different effects (force effects that push units away from the center of the blast for example) and other things. Remember to use a Set effect hit first (target unit/point). You can then attach whatever damage, force effects, and so forth. For the most part however, you just need a Set Effect, then a Damage Effect. The Damage effect should have the Amount field filled out, Splash kind, Search Filters (important), and Area. The Area field controls how much damage units get depending on their proximity to the center of the set effect. For example, a Damage effect with an Amount of 30, and 3 Area indexes as such: Fraction 1.0 , Radius 1 Fraction 0.66, Radius 2 Fraction 0.33, Radius 3 will do 30 damage to any unit within 1 square of the center, 20 damage to any units between 1-2 squares away, and 10 damage to any units 2-3 squares away. You can also use Create Persistents and validators to create some really cool effects. WhalesFromSpace - I think your best bet will be to create a simple custom unit or actor or effect and then create/kill it using a trigger. Might be a better way to do it though. thanks a lot, man!
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I don't know if this question makes a lot of sense, but is there a way to access the code of the actual spells and abilities in the editor or somewhere? I'm thinking of triggers or scripts which describe what exactly happens when the ability is used.
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Sholip, Spells and abilities are accessed in the data module inside the editor. They sure can be manipulated/edited/copied/etc.
The way they are set up might seem very confusing at first but it is a powerful way to express them if you know how.
Here is an example of the punisher grenade which I drew for someone ages ago: http://postimg.org/image/cdd6fw9xd/
You can see how each spell/ability is brocken down into small sections and joined together to create the full effect. If you open the data module in the editor you should be able to follow along with that to get an idea.
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On May 31 2015 00:47 turtles wrote:Sholip, Spells and abilities are accessed in the data module inside the editor. They sure can be manipulated/edited/copied/etc. The way they are set up might seem very confusing at first but it is a powerful way to express them if you know how. Here is an example of the punisher grenade which I drew for someone ages ago: http://postimg.org/image/cdd6fw9xd/You can see how each spell/ability is brocken down into small sections and joined together to create the full effect. If you open the data module in the editor you should be able to follow along with that to get an idea. Thanks for the reply, but it is not exactly what I am looking for. What you wrote is a weapon if I'm not mistaken. I thought about more "complex" abilites, which don't just deal damage or apply some effect, but do something unique. In particular, I would be interested in what happens when the "Build X" order is issued to a Probe. Do these abilites have a custom script somewhere that is accessible?
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I just got LotV beta access and I was wondering if there was a way to start mapping with LotV tilesets/editor? At the very least, is it possible to publish to LotV servers?
Thanks! 
Edit: I don't think it is actually possible - never mind.
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Hey guys I really need help on something. I've been looking for a couple hours but have not found anything to help my problem. So here's the issue: I have a custom tile set for a map that I made (I really like it a lot) but have not found a way to use that tile set on a new map. Is there any way to save a custom tile set so that I can use it on a new map, instead of having to convert all of the textures and specifications one by one?
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Looking at all the TPW maps on liquepidia, almost all their maps are beautiful and different yet I have barely seen any of them in competitive play, what happened ?
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your Country52797 Posts
On June 04 2015 21:06 AssyrianKing wrote: Looking at all the TPW maps on liquepidia, almost all their maps are beautiful and different yet I have barely seen any of them in competitive play, what happened ? Blizzard/tournaments were mostly unwilling to use them so they got pretty universally ignored.
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I think it's kind of a shame that unused older maps don't ever get considered (unless it was made in the last few months, it might as well not exist). I mean obviously the 8 and 10 base early WOL maps with wide open naturals can't really be used, but people have been making 12 base maps with manageable naturals and thirds for a while now. Out of those there are so many good ones.
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+ Show Spoiler +On May 28 2015 06:21 WhalesFromSpace wrote:Show nested quote +On May 27 2015 11:15 turtles wrote: How did you do it in those photos? The green looks like the pathing layer in the editor, but obviously it's not since it has the dialog up at the same time.
You can use triggers to figure out the lenght/width/location of a region. Then you can place whatever effects you need done. I just added the green in photoshop. What kind of effects will make region change in appearance? I am very new to editor. There are light emitters (doodads that you can place for instance) which are straightforward, you just make them "non present/active on the map on initialization (start of game) and add a trigger to make them "visible" when "x" happens. Otherwise, via triggers you can do more (I suppose you can set the color) but this requires much more in depth knowledge of galaxy.
+ Show Spoiler +On May 31 2015 01:22 Sholip wrote:Show nested quote +On May 31 2015 00:47 turtles wrote:Sholip, Spells and abilities are accessed in the data module inside the editor. They sure can be manipulated/edited/copied/etc. The way they are set up might seem very confusing at first but it is a powerful way to express them if you know how. Here is an example of the punisher grenade which I drew for someone ages ago: http://postimg.org/image/cdd6fw9xd/You can see how each spell/ability is brocken down into small sections and joined together to create the full effect. If you open the data module in the editor you should be able to follow along with that to get an idea. Thanks for the reply, but it is not exactly what I am looking for. What you wrote is a weapon if I'm not mistaken. I thought about more "complex" abilites, which don't just deal damage or apply some effect, but do something unique. In particular, I would be interested in what happens when the "Build X" order is issued to a Probe. Do these abilites have a custom script somewhere that is accessible? Yes it is possible to "see/read" almost any part of the galaxy code with an "outside" .mpq editor app. The workers' build ability for one (actually three races so three workers so three different abilities) are found in the abilities.
+ Show Spoiler +On May 31 2015 09:20 LComteVarauG wrote:I just got LotV beta access and I was wondering if there was a way to start mapping with LotV tilesets/editor? At the very least, is it possible to publish to LotV servers? Thanks!  Edit: I don't think it is actually possible - never mind.
No it isn't possible.. lotv will have a new editor and hots wol maps will not work there ... or..?
+ Show Spoiler +On June 02 2015 13:17 daboss9635 wrote: Hey guys I really need help on something. I've been looking for a couple hours but have not found anything to help my problem. So here's the issue: I have a custom tile set for a map that I made (I really like it a lot) but have not found a way to use that tile set on a new map. Is there any way to save a custom tile set so that I can use it on a new map, instead of having to convert all of the textures and specifications one by one? I "think" it is possible, but being on mac (mac=/=pc) I have no clue about "how" and suggest you go on mapster and look/ask around.
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Why am I the only one doing 8 players+ maps?
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On June 07 2015 20:42 fluidrone wrote: Why am I the only one doing 8 players+ maps? You aren't  + Show Spoiler + I make them very infrequently though because my computer gets a lot of lag simply dealing with 4p maps, so 8+p is fairly difficult.
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your Country52797 Posts
I suck at team/FFA maps. I might make another try next time I pick up the editor though ^^
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+ Show Spoiler +On June 08 2015 08:24 LComteVarauG wrote:On June 07 2015 20:42 fluidrone wrote: Why am I the only one doing 8 players+ maps? You aren't + Show Spoiler +I make them very infrequently though because my computer gets a lot of lag simply dealing with 4p maps, so 8+p is fairly difficult. My comp likes to turn itself off when overheating , fun fun fun.
+ Show Spoiler +On June 08 2015 10:13 The_Templar wrote: I suck at team/FFA maps. I might make another try next time I pick up the editor though ^^
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Also, I meant more like: why has tl pushed out (maybe totally without malice or planning) of this glorious sub forum its ffa fun. I'm sure if you go back and make a trend graph the number of player spawns has decreased steadily to never change. 4 spawn in Wol, 2 in hots.. will the lotv maps be played alone (joke) ?
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how do you get a image of your map from a top down view that is can be vectored?
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When I already started a map, where there is only one type of cliff possible ... can I somehow add more types of cliffs (not just change the one which is already there, I can manage that).
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@MSN To edit the cliffs and textures you have avalible for your tileset, you must chage the spesific tileset in the data editor. Select the data editor and find/select terrain types. Select the tileset you're using and find cliffs. Add the cliffs you want, a map can have a maximum of 4 cliffs. You may need to reload the terrain editor to be able to use the new cliffs/textures.
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On June 15 2015 08:44 SwedenTheKid wrote: @MSN To edit the cliffs and textures you have avalible for your tileset, you must chage the spesific tileset in the data editor. Select the data editor and find/select terrain types. Select the tileset you're using and find cliffs. Add the cliffs you want, a map can have a maximum of 4 cliffs. You may need to reload the terrain editor to be able to use the new cliffs/textures.
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How many times did you have to reinstall on mac because of the frigging "no units tab I want to slug someone through the face" bug?
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