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On December 01 2016 17:23 Nihon wrote: Well I can open and save maps with no problem, and they show up in my folder. The editor has a Test button, but when I press it there's a message saying I have to buy Starcraft to use the button's functionality. Which I thought would be just a minor inconvenience (not being able to test the map right out of the editor). But, as it turns out, there is no option in the game itself to run my map, so I really can't see what I've made in practice. You need to upload it to see it in game. i think starter edition doesn't let you "create" or "join" .. you can join if someone invites you only (i think). Ask some friend to upload it for you and invite you.. then you can maybe get the ensuing saved game as a launch (again dunno if they thought of that loophole either? Did you try drag and drop map file on sc2 app icon .; on "launcher" app icon ? Trust me, just buy (get someone to gift it for xmas) Lotv.. it is legit worth it if you want to use galaxy (well except if you use a mac = they have still not patched that but of course you are on a pc... lol)
+ Show Spoiler [Edit] +: what's a friend..? ![](/mirror/smilies/chubby.gif) joke
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Hi,
Is it possible to combine doodads and have them constructed as building? for example I would like to make a yard out of fences and build it as adon to a barrack
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I never fiddled with sc2 map editor (used age of editors before)
is it possible to make a custom projectile animation from scratch?
like this one:
+ Show Spoiler +
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On December 21 2016 19:22 Kand1 wrote: Hi,
Is it possible to combine doodads and have them constructed as building? for example I would like to make a yard out of fences and build it as adon to a barrack
You can create an addon that uses the model of a doodad pretty easily. If you look up the addon unit in the data editor you can find it's model and change it to one of the models used by a doodad. Actually having a building with a bunch of different doodads will probably require doing some 3d modeling and importing/exporting files.
On December 26 2016 07:22 mantequilla wrote:I never fiddled with sc2 map editor (used age of editors before) is it possible to make a custom projectile animation from scratch? like this one: + Show Spoiler +
Depends on what you mean by animation. Each projectile has it's own Actor and you can change the appearance of it. For example, you could make the Broodlord throw down tiny overlords instead of broodlings, or change the color of the stalker's attack.
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Actually having a building with a bunch of different doodads will probably require doing some 3d modeling and importing/exporting files.
Cool, thank you ![](/mirror/smilies/smile.gif) can you recommend a software I could use to try that out? preferably a free one.. I don't intent to use it too often
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On August 20 2016 10:12 fluidrone wrote:+ Show Spoiler +On August 15 2016 05:28 TheLordofAwesome wrote:Show nested quote +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 dependency.
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? 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 Why do you say it is better to make a map, not a mod?
Why do you say it is easier to make a LotV mod and edit all units back to HotS values?
Most importantly, why/how is the editor deceiving me about the status of the swarm host?
Original post if anyone can help me out with this
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?
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Each dependency (Liberty, HotS Multi, LotV Campaign, etc.) can have a different version of the swarm host. The dependencies overwrite one another using logic that's not entirely clear. The best way to avoid this that I know is to create a "new" swarmhost (copy an existing version and rename it) and hook it up to the larva's morph.
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+ Show Spoiler [TheLordofAwesome wrote] +On January 10 2017 06:37 TheLordofAwesome wrote:Show nested quote +On August 20 2016 10:12 fluidrone wrote:+ Show Spoiler +On August 15 2016 05:28 TheLordofAwesome wrote:Show nested quote +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 dependency.
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? 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 Why do you say it is better to make a map, not a mod? Why do you say it is easier to make a LotV mod and edit all units back to HotS values? Most importantly, why/how is the editor deceiving me about the status of the swarm host? Original post if anyone can help me out with this Show nested quote +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? My pleasure, i'll elaborate: it is easier to make a LotV mod because blizzard doesn't care to fix bugs/external data fixes they did in previous iterations of sc2 (whatever they profess). They do fix lotv though.
The editor is not deceiving you, like <3 fish <3 told you, blizzard's dependencies pile up and you have to go quite far to fix (in the code itself, not in the data module) when something goes haywire...
Why not mods? because i tried to make those work during hots and they always ended up riddled with issues (depending on the maps the mod was applied to).. i guess they work on lotv because some people have managed to make em work...
What you have to accept is that blizzard cheats with its own tool, their ninja hotfixes (whatever) are hard coded (in maps not just in the "available" information accessible to galaxy users) and you could lose a lot of time trying to figure how to circumvent them, with nothing to show for it.
Follow fish's advice i guess, your mod should trump the maps data, in principle by scratching their unit and substituting your own (again mods should work, if they don't then blizzard should/could/would help, if it is on lotv)
gl
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This question has probably already been asked, but i didn't find the answer(i admit i haven't read the 175 pages). I'ts about Melee Maps. How do you place minerals and vespene geyser around a starting position "normally"(like in all the maps)? Thanks, and sorry for my english
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On February 17 2017 17:15 NyuBPrime wrote:This question has probably already been asked, but i didn't find the answer(i admit i haven't read the 175 pages). I'ts about Melee Maps. How do you place minerals and vespene geyser around a starting position "normally"(like in all the maps)? Thanks, and sorry for my english ![](/mirror/smilies/smile.gif)
Usually I just copy and paste them from existing maps.
You can look at this page though: http://www.teamliquid.net/forum/sc2-maps/381401-proper-mineral-placement.
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I've been working on updating the popular "Catch 'n' Run" game mode, fixing bugs, updating balance etc and I've run into a strange problem which I can't seem to track down the source of. You have a building which you can upgrade over time, the first time you upgrade it's fine, but subsequent upgrades are showing two progress bars. Does anyone know what causes this and how to fix it?
Screenshots: + Show Spoiler +
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Are you using a Morph ability? If so, are you destroying the previous model using actor events? I think maybe you have 2 actors or 2 models showing.
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Im at a computer without SC2 right now, does anybody have a list of the possible background images?
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On April 14 2015 10:08 TheFish7 wrote:I've been searching, but I can't find anyone that is making a Warcraft 2 mod for sc2. I could find WC3, WC4, and other Warcraft future game mods, but no WC2. Blizzard just took out 90% of the work involved by adding in all these wc3 assets. Might be fun to do a remake of the campaign. Only things really missing are some water units and buildings; oil tankers, platforms, foundries, and of course the boat functionality but theres workarounds for that. Has anyone done this or started something like a wc2 remake? ![[image loading]](http://i.imgur.com/vMDG6BM.jpg)
I asked this 2 years ago but stil haven't seen one -
Are there any warcraft 2 mods out there?
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Hey guys,
I want to create a map which contains different unit statistics & starting workers. Can somebody give me some starter tips
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In the data editor, under the Races tab, you can edit the field Starting units.
Unit stats can also be found in the data editor, on the units tab.
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![[image loading]](http://i.imgur.com/EI6ACnw.jpg)
Ever seen this? (happens when i try any and all ways to open galaxy) Fun no?
THIS IS WHAT EVERY MAC MAPMAKER GETS NOW!
You can't use the editor on mac now period! funny no? i mean no one gives a sh it so why would blizz do anything about it right? such a low level of solidarity is so sad!
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Why has blizzard not fixed the rejoin/join functionality in their arcade...? Is it because they don't care and are not interested at all in their own work/platform..?
i host an arcade game and i have to literally reboot bnet and sc2 every time.. (sarcasm incoming > ) .. it is so easy to retain players for another game in that context...
Let us not even mention the no galaxy for mac mapmakers
blizz has always sunk into activision amazone twitch etc (all bad companies that have no client as friend, only $ as goal) and that spelled several vital problems
but beyond / besides remaining polite about it, no one can argue differently by now?
that sc2 arcade was / is a sham, a shameful sham! And that blizz is so much actinovisionatall that they don't even mind "officially" being seen as not correcting such a HUGE bug (this bug is years old by now! and only because people on the arcade do not want to take their time reporting/lobbying blizz to fix it is it still there GLARING on bnet (yes, bnet it is, blizzardnet whatever who gives a sh it about that!?)
i think i'm gonna make my first second live tl account.. i'll go trolling everywhere with only one goal, showing evidence of what sc2 developers and marketters and deciders are doing wrong, IF they wanted more than the ROI and how they are wrong to tarnish their own brand for a meassle short term goal... i'll call myself badjuju
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I want to play as both teams (hostile to each other) in a custom game. Is it possible?
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