I am trying to make a melee expansion to sc2 (like Starbow or HeptaCraft), and I want to have access to the HotS and LotV data (units, models, abilities, etc.). However, I want the default settings to be WoL, so I don’t have to delete/work around all the added campaign data that are automatically in the game (such as extra buildings, Swarm mutations, other OP abilities). How do I keep the LotV and HotS campaign data while having the default units and structures that you can make set to the WoL Melee dependency?
Simple Questions/Answers - Page 170
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SwedenTheKid
567 Posts
I am trying to make a melee expansion to sc2 (like Starbow or HeptaCraft), and I want to have access to the HotS and LotV data (units, models, abilities, etc.). However, I want the default settings to be WoL, so I don’t have to delete/work around all the added campaign data that are automatically in the game (such as extra buildings, Swarm mutations, other OP abilities). How do I keep the LotV and HotS campaign data while having the default units and structures that you can make set to the WoL Melee dependency? | ||
fluidrone
France1478 Posts
If you put all 3 dependencies it will default to the Lotv and yes you have to go "fix" it (which might still be "shorter" than a work around I am describing). On your dummy map, you go to import/export module and export what you need, they should be exported to your mod folder. On your map, import these.. and ... ? ps: When there is a problem with multiple dependencies, your map "tries to fix it on its own".. and in doing so "chooses" one of several possibilities (like the bunker or cc units have too many actors/data and that has to be fixed by the engine/map itself). When "it" does this, usually you end up with something to fix anyhow.. so I am again not sure that you are not better off doing the change "Lotv to wol" method.. because at least you will better identify these bugs gl | ||
propagare
Germany93 Posts
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ZigguratOfUr
Iraq16955 Posts
On April 04 2016 08:26 propagare wrote: Do I lose the minerals and the gas invested in units queued in production facilities when they are destroyed and I didn't canceled them? No. All units/upgrades being built, researched or queued are refunded when the building doing the building/researching/queuing is destroyed. | ||
bela.mervado
Hungary367 Posts
(maybe this belongs to http://www.teamliquid.net/forum/legacy-of-the-void/491202-lotv-multiplayer-changes-compilation instead) in hots I have used one ctrl group for all my hatcheries _and_ all other tech buildings. I stopped using this because when I lost my natural, my lair, being after other buildings, were hard to tab to to select larva to actually make stuff. when I had at least one hatchery, since they were the first on the building list, I were able to select larva for all hatches/lairs/hives, so in a normal game this would not matter. now in LotV I tried to put all my buildings on my hatch hotkeys, and I was surprised to see hat Blizz obviously has changed the zerg building orderings, so now all hatches/lairs/hives are kept on the head/start of the list, and all tech buildings are at the tail/end. This way I can check the progress of my upgrades more easily, again. Do you guys know when did this change happened? | ||
Avexyli
United States689 Posts
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fluidrone
France1478 Posts
link to his blizz sponsored youtube video At last camera work.. awful but still camera work <3 | ||
Shiraq
17 Posts
I have a few rock towers on a map that are close enough that they auto-link, but I don't want them to be linked at all. I also have a few rocks blocking a ramp and I'd like to link those, but they are not linked despite laying side by side. | ||
TheFish7
United States2824 Posts
You should be able to duplicate that behavior and tweak it a bit (hint - change the validator in the conjoined dummy effect) to link the rocks on the ramp. Pretty sure this would make the map no longer melee though, although this exact discussion was had a few dozen pages back but i cant remember if we said it could still be melee or not. | ||
TheFish7
United States2824 Posts
What kind of arcade map should TheFish work on in his spare time? Lurker Defense Heroes - classic tower defense with a twist, where players get a few lurkers that can learn spells and level up. Est time to make ~60 hours Adventurer's Guild RPG - Dungeon crawler / ARPG where players get a full party of 3-5 heroes, but are not allies. Loot based, object of the game is to take down the biggest boss before another player. Est. time to make ~150 hours+ Wizard Warriors - Wizard themed objectives based shooter, with a top down view. Spells instead of guns, healing etc. Est. time to make ~100 hours | ||
ZigguratOfUr
Iraq16955 Posts
On April 13 2016 09:52 TheFish7 wrote: The rocks have a behavior called conjoined you can remove in the data editor, then they won't be linked anymore. You should be able to duplicate that behavior and tweak it a bit (hint - change the validator in the conjoined dummy effect) to link the rocks on the ramp. Pretty sure this would make the map no longer melee though, although this exact discussion was had a few dozen pages back but i cant remember if we said it could still be melee or not. On October 11 2014 20:42 OtherWorld wrote: Ok so I found the solution (or the lack of). When you modify any data value of any unit, the map gets described as custom, so it seems inevitable with un-conjoined rock towers. However, once the map is published, even as a "custom" type, you can still play it normally as a melee map (I mean in the lobby you can select "Melee" type of game). | ||
propagare
Germany93 Posts
* Attack command to a structure + shift attack to the ground for attacking as long the units weren't attacked * Call mules directly after OC finishes (now you have to switch away for and back to have the OC functionality) Thank you for clarifying. | ||
propagare
Germany93 Posts
On April 13 2016 10:08 TheFish7 wrote: I fried a hard drive a few months back and lost my wip arcade maps. I am feeling the itch again though. What kind of arcade map should TheFish work on in his spare time? Lurker Defense Heroes - classic tower defense with a twist, where players get a few lurkers that can learn spells and level up. Est time to make ~60 hours Adventurer's Guild RPG - Dungeon crawler / ARPG where players get a full party of 3-5 heroes, but are not allies. Loot based, object of the game is to take down the biggest boss before another player. Est. time to make ~150 hours+ Wizard Warriors - Wizard themed objectives based shooter, with a top down view. Spells instead of guns, healing etc. Est. time to make ~100 hours A Control Group trainer: https://www.reddit.com/r/starcraft/comments/2ooqms/arcade_project_control_groups_trainer/ I'm willing to donate some money doing it. If this could also have a section with a location (camera) hotkey setup trainer and a 1a2a3a.. trainer (there is already an Arcade or Mod but with fixed grid/default hotkeys instead of the already set/used custom player hotkeys) THAT would be tremendous and and I would put donate more money on top of it. | ||
Shiraq
17 Posts
Ok so I found the solution (or the lack of). When you modify any data value of any unit, the map gets described as custom, so it seems inevitable with un-conjoined rock towers. However, once the map is published, even as a "custom" type, you can still play it normally as a melee map (I mean in the lobby you can select "Melee" type of game). Anyone know (or can make an educated guess) if doing this would be acceptable for Blizzard if I want my maps to have a chance of making it on the ladder? | ||
Shiraq
17 Posts
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fluidrone
France1478 Posts
ANYTHING will make it non melee, NOTHING will be ruled as impossible to enter ladder. A twig on the collapsible rocks, an imported .dds (picture) to make your terrain look like "x" .. creepable curbs .. all these will deny you the melee tag all these will be playable on in a STANDARD melee fashion all these could be on a blizzard map (they would just ignore their absence of tag generated automatically for their own protection). Blizzard requires to tag stuff that is done by the community, tags offer piece of mind to simpletons but are mostly there to advise the player. For instance: "In this map you will be using black fog type of display" this is not considered melee in sc2 so you won't get the melee tag and it will tell players that some differences will be present (like a ptr only not ![]() Conjoined Rocks?.. do a trigger ![]() ![]() + Show Spoiler + open trigger editor go to where the map initialisation unique trigger is add a new trigger (right click add trigger / command t or in menus) Select this trigger in its window add an event (cmd E) - the event should be "unitdied" (type "kill" in search window) select your rock in the second (lower) part of the window: click on the null only accessible field to edit it it will open a "tabler"menu where you must select the Value field/toggle (toggling it will in turn make the menu "collapse to display" the list of units present on your map) select your rock "A" + Show Spoiler + (if you have many such rocks.. rewind and start by selecting them one by one on your map in the terrain editor and name them (double click (or press enter) on one (unit layer selected) and type a name in the name field, this name will only be used in the editor and never appear anywhere else) add an action (cmd R) -the action should be "unitkill" (type "kill" in search window) select rock "B" copy paste (duplicate) this trigger and redo for "Rock B dying kills rock A" switch which unit dies in the "units on map" list for the event same for "unit killed" Note that the Rock by dying (if it has any extra behaviour) will act as if it was destroyed by an attack of units when the trigger kills it (and act out any further behaviour it has). hf Building/Attack move? Mules not chronoboost?? yes i think it was introduced (when you get oc a mule is dropped and then the behaviour was changed to "just getting access to the ability" but i didn't check ![]() ![]() Curbs? (the model be engulfed into creep?) Can you reiterate? | ||
TheFish7
United States2824 Posts
On April 13 2016 17:11 propagare wrote: A Control Group trainer: https://www.reddit.com/r/starcraft/comments/2ooqms/arcade_project_control_groups_trainer/ I'm willing to donate some money doing it. If this could also have a section with a location (camera) hotkey setup trainer and a 1a2a3a.. trainer (there is already an Arcade or Mod but with fixed grid/default hotkeys instead of the already set/used custom player hotkeys) THAT would be tremendous and and I would put donate more money on top of it. Hmm interesting, but not sure I get the idea 100%. So, you'd have random units spawning in random locations, say, zerglings, roaches, and hydralisks for example. You'd have to add all the zerglings to control group X (x is chosen by the player) and all roaches to Y, and all hydras to Z? and it's timed? You'd be scored on reacion time? Or would the player be able to build stuff? Or maybe an AI would build the units and the player just hotkeys them as they come out? | ||
Avexyli
United States689 Posts
On April 13 2016 22:59 Shiraq wrote: Another few questions. Is it possible to edit curbs to allow creep to show on it. And if so, will this also make the map not melee? What about importing a custom texture or doodad? Will that make a map not melee? Custom models and textures/retextures do not change the state of the map. Generally new models/actors shouldn't change the state either. Just toy around with it. Sometimes it'll change it for weird reasons (like some fields aren't allowed to be changed) There are fields regarding creep engulfment that you can find in Model and Actor (iirc) for the doodads in question that will enable creep to cover it. | ||
JohnnyDavids13
4 Posts
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fluidrone
France1478 Posts
On April 22 2016 10:37 JohnnyDavids13 wrote: I am looking to try some of the custom games, what would you guys recommend? I enjoy all types of games, so just throw what your favorite thing is out here. Mine ![]() Best rts ever and forever? = Photon Cycles (even broken from patches and no one "updating it".. it is still the funest and most competitively awesome game .. it will survive this platform.. you will soon be playing it on your phones via wifi) Best game: making maps glhf On April 20 2016 10:08 Avexyli wrote:+ Show Spoiler + On April 13 2016 22:59 Shiraq wrote: Another few questions. Is it possible to edit curbs to allow creep to show on it. And if so, will this also make the map not melee? What about importing a custom texture or doodad? Will that make a map not melee? Custom models and textures/retextures do not change the state of the map. Generally new models/actors shouldn't change the state either. Just toy around with it. Sometimes it'll change it for weird reasons (like some fields aren't allowed to be changed) There are fields regarding creep engulfment that you can find in Model and Actor (iirc) for the doodads in question that will enable creep to cover it lol Map status are like fortune cookies, everyone gets to choose their own meaning! (insuring event less digestion) | ||
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