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Simple Questions/Answers - Page 167

Forum Index > SC2 Maps & Custom Games
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Prev 1 165 166 167 168 169 182 Next
WhalesFromSpace
Profile Joined March 2012
390 Posts
Last Edited: 2015-12-01 16:54:29
December 01 2015 16:54 GMT
#3321
On December 01 2015 10:01 TheFish7 wrote:
Gonna need to replace your hots dependency with void multi

Thanks for the reply.

Will I need to change around triggers that generate units, or will switching the dependencies automatically account for that [ie: in triggers, HotS unit is automatically replaced with LotV unit, after dependency switch]?
Nihility
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:44:04
December 02 2015 13:39 GMT
#3322
"not enough rights"
Rukis
Profile Joined April 2009
United States252 Posts
December 13 2015 22:03 GMT
#3323
Is there a way to make bridges path-able underneath them? If you go into the editor and you create 3rd tier cliff with bridges with a 1st tier cliff underneath you would think units would be able to pass under but the bridge itself makes it an unpath-able unit except when walking across the top of it.
Flash was the Genius, Nada was the true god.
turtles
Profile Blog Joined August 2011
Australia360 Posts
December 13 2015 23:21 GMT
#3324
Is there a way to make bridges path-able underneath them?

No. You could do something like that using triggering but it would be messy. There is no way to do it natively.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:44:13
December 14 2015 00:23 GMT
#3325
"not enough rights"
Rukis
Profile Joined April 2009
United States252 Posts
December 14 2015 01:04 GMT
#3326
@fluidrone

Well basically yeah my aim is to introduce this to 1v1 play.

I posted this to the editor suggestions on the bnet forums, I don't think this will be read by them.

Thought for Improvement, Allow bridges to be destructible,retractable and Path-able underneath.

With LOTV unique fast paced game-play I think adding unique map features such as bridges being destructible/retractable would create unique melee maps that rocks can do and cannot do. This is directly aimed for the map making community for melee maps, to add creative, unique maps to evolve the meta. This direct impact for the map making community would also directly affect the playing community.

For example if bridges were destructible/retractable you could force island game-play for permanent or limited time. Or depending on how the map is constructed you could force opponents to talk alternative routes to attack by retracting or destructible bridges.

The other thought (which can be combined with destructible/retractable for melee maps) is be able to pass under a bridge. Similar to the first idea, being able to create dynamic pathing/game-play, having 3rd tier cliffs with bridges for an overpass and having a 1st tier cliff for a valley with possibility for bases within.

Ultimately the idea is to help improve the map making in general and to help create more dynamic game-play. Please consider this seriously.


I think the most effective way to point this out to blizzard is to make a custom 1v1 maps with only bridge pathing being altered.
Flash was the Genius, Nada was the true god.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:44:22
December 14 2015 13:15 GMT
#3327
"not enough rights"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-12-14 14:15:20
December 14 2015 14:11 GMT
#3328
What is a bridge for you?
What advantages? to which player?
Should it remain just access (or denied access) to a pathway or should it also allow extra gameplay (stationing units on it / under it)?
An sc2 bridge to bridge combat map with "x" bridges, what layout would make it work?
(do spam drawings in response)
"not enough rights"
Fictitious1267
Profile Joined October 2015
37 Posts
December 21 2015 21:00 GMT
#3329
Is there a reason everyone makes Unbuildable Rocks (Destructible) at the main ramp instead of Unbuildable Rocks? This has been bugging me for a while. Every streamer I watch says they hate them and always destroy them whenever they have the time because they don't want to mis-click on them during a fight. Why aren't we just making them unclickable?
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:44:32
December 22 2015 10:39 GMT
#3330
"not enough rights"
features
Profile Blog Joined July 2010
Ireland160 Posts
December 22 2015 18:38 GMT
#3331
Hi, im trying to make an extension mod and need a few tips:

I'm trying to rejig the stalker so that blink costs 80 shields but also causes it to immediately regen, how would I approach this?
Conveyor belt star
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 23 2015 03:54 GMT
#3332
On December 23 2015 03:38 features wrote:
Hi, im trying to make an extension mod and need a few tips:

I'm trying to rejig the stalker so that blink costs 80 shields but also causes it to immediately regen, how would I approach this?

For the Blink Ability, you'll want to add 80 to Cost: Vitals: Shields.

For the regen part, I'll assume you mean regen health.

This is a little tricky, because you can't just add a healer effect or a modify unit effect to the Blink Ability. The reason is because this is a Effect - Target type ability, so any effects applied will be applied to the targeted point, and you want to heal the unit, not the point the ability is targeting.

Luckily, we can get around this by going into the Stalker (Blink) - Teleport Effect and adding a new effect to the field Teleport Effect. I would just create a new Modify Unit effect and add 80 to Effect: Vitals: Life. (you could copy the transfusion effect also or try playing with a Create Healer effect)

There are other ways to do this, for example, using a trigger to heal the stalker, or you could get fancy with a string of Set effects that does a series of effects upon the Stalker using it's Blink ability. You also might want to add an Actor for the healing, take a look at Blink Stop Model and it's associated Events under the teleport effect.
~ ~ <°)))><~ ~ ~
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:44:40
December 27 2015 12:32 GMT
#3333
"not enough rights"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:44:55
December 27 2015 12:51 GMT
#3334
"not enough rights"
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 27 2015 20:08 GMT
#3335
On December 27 2015 21:32 fluidrone wrote:
+ Show Spoiler +
On December 23 2015 12:54 TheFish7 wrote:
Show nested quote +
On December 23 2015 03:38 features wrote:
Hi, im trying to make an extension mod and need a few tips:

I'm trying to rejig the stalker so that blink costs 80 shields but also causes it to immediately regen, how would I approach this?

For the Blink Ability, you'll want to add 80 to Cost: Vitals: Shields.

For the regen part, I'll assume you mean regen health.

This is a little tricky, because you can't just add a healer effect or a modify unit effect to the Blink Ability. The reason is because this is a Effect - Target type ability, so any effects applied will be applied to the targeted point, and you want to heal the unit, not the point the ability is targeting.

Luckily, we can get around this by going into the Stalker (Blink) - Teleport Effect and adding a new effect to the field Teleport Effect. I would just create a new Modify Unit effect and add 80 to Effect: Vitals: Life. (you could copy the transfusion effect also or try playing with a Create Healer effect)

There are other ways to do this, for example, using a trigger to heal the stalker, or you could get fancy with a string of Set effects that does a series of effects upon the Stalker using it's Blink ability. You also might want to add an Actor for the healing, take a look at Blink Stop Model and it's associated Events under the teleport effect.


Favorite fish = fish 7
blue= Can you not make the area of effect so small it will only affect the stalker?
green= Agreed that is the way to do it


Sure, you could probably use a set effect and then a create persistent to apply a new effect or a behavior or whatever, but this way is a bit cleaner. There is no way for a Effect - Target to target a unit though if the player is selecting a point as the command location for the ability. you will need some kind of search area / create persistent in between.
~ ~ <°)))><~ ~ ~
NinjaDuckBob
Profile Joined March 2014
191 Posts
January 05 2016 06:42 GMT
#3336
Probably a noob question, but is there a quick way to see what is keeping your map from being 'Melee' rather than 'Custom'?
NinjaDuckBob ~ Fear the fuzzy!
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:45:09
January 05 2016 08:59 GMT
#3337
"not enough rights"
NinjaDuckBob
Profile Joined March 2014
191 Posts
January 05 2016 17:32 GMT
#3338
Thanks for the reply, will be using that overview manager tip. :-)
NinjaDuckBob ~ Fear the fuzzy!
Nebuchad
Profile Blog Joined December 2012
Switzerland12589 Posts
Last Edited: 2016-01-14 05:34:29
January 14 2016 05:33 GMT
#3339
Hey, it's not exactly map related but it's the closest I could find.

I'm trying to open the replay.game.events file of a sc2replay (it's a WoL one if it matters). However I'm complete shit at python and any similar stuff, so much that I couldn't follow the few tutorials that I found online. Could anyone explain to me the easiest way to do that in a way that anyone could understand?

Thanks a lot.
No will to live, no wish to die
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:45:23
January 15 2016 12:51 GMT
#3340
"not enough rights"
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