Simple Questions/Answers - Page 173
Forum Index > SC2 Maps & Custom Games |
3FFA
United States3931 Posts
| ||
fluidrone
France1478 Posts
If it is for multiplayer, i would say no, for sure. But again, technically you could, just ask someone nice (that has it) to upload it for you.. the product would not be as good because there would be a translation from wol / hots map document into a lotv type of doc.. you would see a result, but possibly a "changed one". gl | ||
3FFA
United States3931 Posts
| ||
fluidrone
France1478 Posts
On July 27 2016 17:38 3FFA wrote: Well, I'm going to find out myself. Bought the $20 Battlechest. Here's hoping it works. I really would hate having to spend $50-60 to edit >.> ..believe me it is worth it ![]() ..while sc2 in itself is not THE perfect product (cost 150 if you want to speak $ ; offline mode is useless : "arcade" platform is nonexistent).. the editor itself is worth those $ (creating games >>>>>> playing games) <3 on topic: you should be able to add the textures/mp3 models you want out of mapster or someone exporting them for you (from a lotv "asseted" map), same with doodads... | ||
3FFA
United States3931 Posts
![]() | ||
TheLordofAwesome
Korea (South)2614 Posts
I am trying to create a mod that recreates the old swarm host, before the patch of 2015 that effectively killed the unit. This mod is set to use HotS dependencies. In the data editor, under units, the swarm host appears to be using its old stats (200 mins/100 gas/3 supply/abilities etc. are all old values), but when I launch a game with the mod, the Swarm Host is still at 4 supply/ 100 mins/200 gas/flying locusts . Any ideas what is going on? | ||
TheFish7
United States2824 Posts
You may be able to get away with simply changing the larva morph but most likely you'll need to create a "new" unit by copying the old one. | ||
TheLordofAwesome
Korea (South)2614 Posts
On August 13 2016 08:15 TheFish7 wrote: The Swarm host with the highest # within your dependencies will always be the one selected. You should copy the old swarm host as a new unit, and rename it (within the editor, not the unit name). Then make sure the renamed unit is hooked up the to the larva morph ability. Make sure you give it a different editor name, create a new button for the unit, and copy all the actors, models, weapons, and abilities to a new entry. The "new" unit should be listed as green and have your map name listed as the dependancy. You may be able to get away with simply changing the larva morph but most likely you'll need to create a "new" unit by copying the old one. First of all, thanks for trying to help me! I tried this, and I am running into some very weird problems. I invite anyone to create a new extension mod with HotS dependencies, and then check out the default swarm host unit. I am seeing a unit with the pre-2015 patch stats, namely 200 min / 100 gas / 3 supply cost. I see the old Enduring locusts upgrade, instead of the new Flying locust upgrade. I see nothing in the Locusts behavior that makes it a flying unit at any point. Yet, when I launch a game, I see the altered, 100 min / 200 gas / 4 supply swarm host, the flying locust upgrade, and flying locusts. What on earth is going on? | ||
fluidrone
France1478 Posts
On August 15 2016 05:28 TheLordofAwesome wrote: First of all, thanks for trying to help me! I tried this, and I am running into some very weird problems. I invite anyone to create a new extension mod with HotS dependencies, and then check out the default swarm host unit. I am seeing a unit with the pre-2015 patch stats, namely 200 min / 100 gas / 3 supply cost. I see the old Enduring locusts upgrade, instead of the new Flying locust upgrade. I see nothing in the Locusts behavior that makes it a flying unit at any point. Yet, when I launch a game, I see the altered, 100 min / 200 gas / 4 supply swarm host, the flying locust upgrade, and flying locusts. What on earth is going on? As hard as it seems when you read this, you are better off making a map, not a dependency (and then copy the data from one map to the other) or do a Lotv dependency with all the changes to get it to what you want #Don't shoot the messenger | ||
fluidrone
France1478 Posts
| ||
Avexyli
United States689 Posts
| ||
fluidrone
France1478 Posts
+ Show Spoiler [Follow up] + On August 20 2016 10:16 fluidrone wrote: When will blizzard make ladder creation ingame accessible to its clients/players ? On September 02 2016 06:14 Avexyli wrote: Not for a long time. Don't you think it would be at last "openning" the "community" part of their gaming platform? Do you not think they might get a lot more traffic/success with said platform if they did? ty for voicing your opinion | ||
raypp1980
10 Posts
| ||
fluidrone
France1478 Posts
(a feature / button "post a message to the author" on the map info window open) .. this would nicely complement/fix the "review map" function! Would people send messages? would mapmakers read/respond? would the arcade become a community? | ||
3FFA
United States3931 Posts
Is there a way to change these preferences for targets in the editor without excluding certain types of units? | ||
fluidrone
France1478 Posts
On September 25 2016 09:07 3FFA wrote: How does Spider Mine AI work? How does it determine the best target to go after? So far I have seen it strongly preferring casters, especially Templar. Is there any sort of list for the units it prefers to go after in SC2 by default(Like does it prefer Templar the most, then medic, .... marine the least)? Is there a way to change these preferences for targets in the editor without excluding certain types of units? Not sure... There is a field (that every unit has) called "attack priority"` select unit/combat tab/att priority .. if the "field" works, applying different numbers for all units could work as a global "setting".. but that is applied to all units i'm not sure you can do it just for one unit without hardcoding/triggers I céan't remember right now but i think there was another data firld that could have been it.. i'll go check when i get my editor back) Also, there are i believe many instances / preferences hardcoded by blizz. that might intefere with trying to do what you want (overriding what you made with "melee" standard). | ||
3FFA
United States3931 Posts
On September 26 2016 01:50 fluidrone wrote: Not sure... There is a field (that every unit has) called "attack priority"` select unit/combat tab/att priority .. if the "field" works, applying different numbers for all units could work as a global "setting".. but that is applied to all units i'm not sure you can do it just for one unit without hardcoding/triggers I céan't remember right now but i think there was another data firld that could have been it.. i'll go check when i get my editor back) Also, there are i believe many instances / preferences hardcoded by blizz. that might intefere with trying to do what you want (overriding what you made with "melee" standard). Okay. I don't necessarily want to override it, I just want to know what the preferences actually are and if it is possible to override them. As I said, I've observed them going right after casters like Medics and High Templars over a unit like a siege tank or a marine that they passed on their way to the caster. | ||
fluidrone
France1478 Posts
On September 26 2016 01:57 3FFA wrote: Okay. I don't necessarily want to override it, I just want to know what the preferences actually are and if it is possible to override them. As I said, I've observed them going right after casters like Medics and High Templars over a unit like a siege tank or a marine that they passed on their way to the caster. i have observed quite the same, .. (for workers or casters ("strategic/expensive") units). I believe that to be hardcoded .. and have looted many data fields that could also work: .. there is also the Kill Bonus points (a unit would attack to get more points) unit/combat/KillPoints (this being hardcoded elsewher, it would make your unit more prone to get attacked) .. there are weapons that might be "specifically" targeting lower priority units first (and i'm not sure where .. depends on the weapon/unit using it etc) .. add some behaviors involved ![]() all in all, fun fun fun gl Further reading from mapster you can find my own ![]() ![]() | ||
fluidrone
France1478 Posts
i upload my map and then open sc2 to playtest it.. [10/1/2016 10:59:06 AM] Warning: Battle.net connection is closing: You have been disconnected from Battle.net because another computer connected using your account. [10/1/2016 10:59:07 AM] Warning: Battle.net connection was lost No, the same computer is using the specific account thank you dear blizz.. how do you not know that? Why do you log me out from galaxy's connection? | ||
3FFA
United States3931 Posts
On October 01 2016 18:04 fluidrone wrote: frick glub and brodar i upload my map and then open sc2 to playtest it.. No, the same computer is using the specific account thank you dear blizz.. how do you not know that? Why do you log me out from galaxy's connection? Yeah, IDK why it does that when it's just a different application from the same computer and internet connection and they're connected to the same battle.net app. It's annoying. Ran into a new question: What would be the best way to setup a system like Nexus Wars where players can switch workers? I want to have the same exact type of system as Nexus Wars where they can change the model of their worker, only I want each worker to still function with the same stats and everything as before, just a new animation/model of a different unit at the same proportions. (Like switching[for example] drone to Ling, Roach, Hydra, Queen, Ultra; SCV to Marine, Marauder, Ground Viking, Goliath, Siege Tank; Probe to Zealot,Adept,HighTemplar,DarkTemplar,Archon) | ||
| ||