Simple Questions/Answers - Page 169
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fluidrone
France1478 Posts
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RoomOfMush
1296 Posts
Any other suggestions? Please, I dont want to be forced to do everything over. | ||
fluidrone
France1478 Posts
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RoomOfMush
1296 Posts
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
France1478 Posts
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Mightygear
81 Posts
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deymos
35 Posts
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SwedenTheKid
567 Posts
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HedoSC
8 Posts
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Avexyli
United States689 Posts
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Shiraq
17 Posts
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Clear World
125 Posts
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. | ||
maximus_0
United States43 Posts
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Avexyli
United States689 Posts
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ZigguratOfUr
Iraq16955 Posts
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
France1478 Posts
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ZigguratOfUr
Iraq16955 Posts
On March 18 2016 17:52 fluidrone wrote: 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
United States2824 Posts
@ 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
125 Posts
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. | ||
fluidrone
France1478 Posts
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