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Simple Questions/Answers - Page 169

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 167 168 169 170 171 182 Next
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:38:11
February 12 2016 23:45 GMT
#3361
"not enough rights"
RoomOfMush
Profile Joined March 2015
1296 Posts
February 13 2016 01:01 GMT
#3362
Tried that, didnt change anything. But thanks for the try.
Any other suggestions? Please, I dont want to be forced to do everything over.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:38:20
February 13 2016 02:51 GMT
#3363
"not enough rights"
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2016-02-13 03:00:09
February 13 2016 02:59 GMT
#3364
Its not the hidden terrain cells, I tried that already. Before I made my post here I searched for all kinds of fixes but nothing helped.
The map is a new one I started working on today. Its a HotS map. No texture changes nor lightning changes yet. I did the entire layout and put resources + rocks but did not place any doodads yet. I just wanted to add some cosmetic cliffs on the outside of the playable map bounds and suddenly all cliffs turned black. No keyboard input at all; I just used to mouse to raise the cliff level. It looks to me like the textures of the cliffs somehow disappeared. On the screenshot you can see those ragged edge between the ground texture and the black parts. It looks to me like the textures of those tiles are simply not there but I dont know.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-04 10:38:30
February 13 2016 03:06 GMT
#3365
"not enough rights"
Mightygear
Profile Joined November 2015
81 Posts
February 14 2016 20:15 GMT
#3366
Anybody can help me out to fix the flight hight when flying over doodads that are bigger then the indicated hight for the terrain ?[image loading]
Questions ? Hook me up on Twitter MightyGear@TLForum - @SandIsSoTasty
deymos
Profile Joined February 2016
35 Posts
February 15 2016 15:54 GMT
#3367
Maybe it will be enough for your goals to put there no-fly zone (on that object)?
SwedenTheKid
Profile Joined July 2014
567 Posts
February 15 2016 22:19 GMT
#3368
Just block it with a no-fly zone, or try to raise the terrain beneath the object with the terrain feature that lets you make hills (the one that no one ever uses). This might change the flight path of air units.
Casual Mapmaker
HedoSC
Profile Joined January 2016
8 Posts
February 17 2016 17:25 GMT
#3369
Is there any way to make a 4-player map using symmetry that doesn't require you to redo half of the mineral lines?
Avexyli
Profile Blog Joined April 2014
United States702 Posts
February 17 2016 20:22 GMT
#3370
Does anyone know what all the fields are to make a doodad engulfed by creep? I'm trying to make Aiur Temple Brick cover in creep. The engulf field in Actor is already enabled, but it isn't the only thing you need.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Shiraq
Profile Joined March 2016
17 Posts
March 07 2016 12:45 GMT
#3371
RoomOfMush, in my experience this happens when you try to mix two cliff types that are incompatible in that they have different tallness of the bottom section model.
Clear World
Profile Joined April 2015
125 Posts
Last Edited: 2016-03-09 15:52:33
March 09 2016 15:47 GMT
#3372
I been trying to figure out this different means to do production, but I can't figure how. For example, the Nexus would produce the Probe at the beginning of the production cycle, with the remaining 17 seconds on cooldown. This was easily done through a charge. But the thing I'm having an issue with is that, I want the maximum amount of charges for the specific building to increase equal to the number of Nexus a player has.

For example, if a player has 3 Nexus, the total charges a Nexus can use is 3 charges. If a player have 5 nexus, the total charge for a nexus is 5 charges. I am not looking for muti-select nexus to increase the charge. I know how to do that already and it's not what I'm looking for. So does anyone know how to make this work? I tried using behaviors but I can't find any means to modify maximum charges for an ability.
:p <-- this is my sarcasm face
maximus_0
Profile Joined January 2013
United States43 Posts
March 17 2016 17:38 GMT
#3373
how to take zoomed in glamour shots?
Avexyli
Profile Blog Joined April 2014
United States702 Posts
March 17 2016 23:52 GMT
#3374
Use the mousewheel to zoom in, and hold control + right click to rotate the camera. Ctrl+shift+c to reset the camera to normal.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
March 18 2016 05:18 GMT
#3375
I've been trying to add neutral zerg eggs on a map to create narrow passageways so that only units smaller than a certain size can pass through.

Unfortunately while individual units are blocked correctly, when there are a bunch of them, the units can squeeze and push each other through the opening which is theoretically too narrow. Adding the "Always Check Collision" flag to zerg eggs seems to fix that, but somehow when the eggs are close to a cliff or unpathable terrain their collision radius seems to grow a lot larger blocking the passage of all units.

I've also tried changing the "Push Priority" of the zerg eggs, but it doesn't seem to do anything useful. The "Always Check Collision" flag does only seem to work when the "Push Priority" of the zerg eggs is larger or equal to that of the moving unit though.

Does anyone know how the "Always Check Collision" flag works and how to fix this problem? Or another way to create passageways that only allow through units of a certain movement radius or smaller.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-22 07:25:24
March 18 2016 08:52 GMT
#3376
"not enough rights"
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
March 18 2016 16:10 GMT
#3377
On March 18 2016 17:52 fluidrone wrote:
Show nested quote +
On March 18 2016 14:18 ZigguratOfUr wrote:
I've been trying to add neutral zerg eggs on a map to create narrow passageways so that only units smaller than a certain size can pass through. Unfortunately while individual units are blocked correctly, when there are a bunch of them, the units can squeeze and push each other through the opening which is theoretically too narrow. Adding the "Always Check Collision" flag to zerg eggs seems to fix that, but somehow when the eggs are close to a cliff or unpathable terrain their collision radius seems to grow a lot larger blocking the passage of all units.
I've also tried changing the "Push Priority" of the zerg eggs, but it doesn't seem to do anything useful. The "Always Check Collision" flag does only seem to work when the "Push Priority" of the zerg eggs is larger or equal to that of the moving unit though. Does anyone know how the "Always Check Collision" flag works and how to fix this problem? Or another way to create passageways that only allow through units of a certain movement radius or smaller.
Sorry to ask, did you check sc2bw? ever?
M has poured his soul into it and this feature is pure brood war! <3


Didn't sc2bw fix the analogous problem by changing how the collisions work between all units? That solution wouldn't work for me since I only want the neutral zerg eggs to disallow units from squeezing by. Regardless I'll take a look at it.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2016-03-19 02:44:35
March 19 2016 02:41 GMT
#3378
Ziggurat, have you tried using a custom footprint? That'd be my best guess at how to get something like that to work. The cliff/unpathable terrain thing might be unworkable and not sure about the flags though.

@ Clear World - This will probably need to be done with multiple Triggers that control the number of available charges on the unit. It will probably take a series of several triggers that do the same thing all the data would normally do i.e. one for the cooldown, one that sets the number of charges by counting nexuses (Nexii?) etc.
~ ~ <°)))><~ ~ ~
Clear World
Profile Joined April 2015
125 Posts
Last Edited: 2016-03-19 06:39:47
March 19 2016 06:13 GMT
#3379
Behaviors are fascinating and the data module can achieve everything blizzard allows (within its scope), in your case it seems like validators/requirements are what you are looking for.
You set up an ability that requires "x" building, and each extra "x+1" building will validate the ability to go to its "next" level (giving "+1" charge to the ability)...
While I have not yet done one such an ability (I did it through triggers which you seem not eager to do ; do trust me triggers are much easier to go into) I'm sure it works, just the setting up of validator/requirement/stages and effects of ability is tricky, but that would allow for stable updates to follow up (both up and down) in number of charges allowed . Don't hesitate to ask again if applicable.


I'm not against using triggers, it's just I don't know how to use it. Most of things I know about the editor has been by looking through other people's mods and figuring out what they changed. Triggers just tends to have tons of variables I have to link up to figure out what is happening (which takes a lot of effort and time I don't really want to spend). So I generally only know the basic triggers such as making tooltips, modify resources, AI personality, and alliances.

I assume with triggers, there should be a way to modify the 'total' charge of an ability equal to a variable, right? How would that be done? I actually probably could use some basic step-by-step instructions on how to set it up through. I don't know how to do that.

You set up an ability that requires "x" building, and each extra "x+1" building will validate the ability to go to its "next" level (giving "+1" charge to the ability)...

I thought about something like that, but then I had a major issue that deterred me from it. Assuming when you say "next level", I imagine a format similar to like the Corruptor's Caustic Spray or Void Ray's old charging mechanic, in which they literally have different effects chainned together. I don't want to do that because it would mean that I would have to make nearly hundreds of abilities and requirements (since I want to apply this to multiple different buildings) to satisfy what I'm trying to do.

I hope I'm misunderstanding this.
:p <-- this is my sarcasm face
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2016-03-24 09:47:45
March 22 2016 07:25 GMT
#3380
"not enough rights"
Prev 1 167 168 169 170 171 182 Next
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