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On May 02 2017 01:53 rfv14 wrote: I want to play as both teams (hostile to each other) in a custom game. Is it possible? As a simple pre done thing from blizzard? i don't think so.
If you play with triggers i can see how i would do it  + Show Spoiler +You set 3 players two computers and you (at first you are "nowhere" on the map) both comps are hostile to one another you can then "take control" of the first comp with a trigger chat message imputed and "take control" of the second comp (while first making you lose the first comp's control) with a second chat message ask again if i wasn't clear 
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Did Blizzard ever specifically say what doodad density or total doodad number is considered too much?
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On May 08 2017 17:45 Aunvilgodess wrote: Did Blizzard ever specifically say what doodad density or total doodad number is considered too much? Open official uploaded 1v1 ladder maps and select all the doodads to get your answer!? + Show Spoiler [you don't want to open this] +Just like for everything else, blizzard has rules AND blizzard ignores every rule it has (depending on the maps we are discussing) when it suits their purposes.
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![[image loading]](http://i.imgur.com/sUIeYzC.jpg) sad someone should do a "get a Game Going" thread!? Edit:On May 17 2017 05:55 Lycanthoss wrote: How do i make the stripes between two completely different textures. People usually do this on maps where the ground is textured like a manmade hightech thing. There is one texture next to the cliff then another in the center and they are divided by stripes. Are those doodads or what ? You should add a screenshot
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How do i make the stripes between two completely different textures. People usually do this on maps where the ground is textured like a manmade hightech thing. There is one texture next to the cliff then another in the center and they are divided by stripes. Are those doodads or what ?
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Ground doodads, yes. Often given custom colors. It can be pretty tedious to do.
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I am thinking of a potential UMS game, but would like to know how long it would take someone to do the following...
Mutalisk - Melee units only, but can still attack both air and ground. When they attack ground units they have to land like a broodling, (they swoop in and attack the unit.) - Movement speed on ground is the same as a SC2 Queen - Taking off would be like a viking, during the transition it could not attack.
Marines - 50% less firing rate - 1 less range - Start with an ability to go "Prone." They cant move while in prone, but gain 1 range and can fire at the normal rate of a SC2 marine. - Stim only increases movement speed
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As far as I can tell, the editor is lying to me. I'm trying to recreate the old swarm host of 2013/2014 in a LotV extension mod. When I open up the units tab for the first time, I see something very strange. Every unit from HotS has its old HotS values. The swarm host costs 200 mins 100 gas, spawns the old locust, has Enduring Locust upgrade, not flying locust upgrade. The Viper lacks Parasitic Bomb. The ultra armor is lower. But the Ravager is in the unit tab.
I've made literally 0 changes to anything in the mod. This is what I see every time I create a new LotV extension mod
But using the extension mod ingame results in a normal Lotv game. What on earth is going on? This editor seems to be one of the most bug riddled pieces of software I've ever seen published by a major software company.
I'm using a Mac, if that makes any difference.
All I want to do is make a mod for HotS that puts the swarm host back in its 2013/2014 state. If anyone can tell me how to do that, I would appreciate it greatly.
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The dependency is being overridden by the LoTV one. You'll need to make a completely new swarmhost with a new unit ID and unit number. Then make sure your larva evolve ability is pointing to the new unit. Unfortunately it's not easy to mix and match different dependencies. The best approach I know of is to create a new one try to get that to override the LoTV multi mod.
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On May 21 2017 16:38 TheFish7 wrote: The dependency is being overridden by the LoTV one. You'll need to make a completely new swarmhost with a new unit ID and unit number. Then make sure your larva evolve ability is pointing to the new unit. Unfortunately it's not easy to mix and match different dependencies. The best approach I know of is to create a new one try to get that to override the LoTV multi mod. I've already tried to do that, it didn't work. I was seeing the right abilities and stats and a much higher unit number, which should override the lower unit number, but when I went ingame, nothing had changed.
What really makes no sense to me is that I can't find the current swarm host anywhere in a HotS or LotV extension mod. Everywhere I look, I see the 200 min 100 gas 2014 version of the swarm host. But in game that isn't what appears. creating a new unit doesn't fix the problem. So what do I do?
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On May 21 2017 15:22 TheLordofAwesome wrote:+ Show Spoiler +As far as I can tell, the editor is lying to me. I'm trying to recreate the old swarm host of 2013/2014 in a LotV extension mod. When I open up the units tab for the first time, I see something very strange. Every unit from HotS has its old HotS values. The swarm host costs 200 mins 100 gas, spawns the old locust, has Enduring Locust upgrade, not flying locust upgrade. The Viper lacks Parasitic Bomb. The ultra armor is lower. But the Ravager is in the unit tab.
I've made literally 0 changes to anything in the mod. This is what I see every time I create a new LotV extension mod
But using the extension mod ingame results in a normal Lotv game. What on earth is going on? This editor seems to be one of the most bug riddled pieces of software I've ever seen published by a major software company. I'm using a Mac, if that makes any difference. + Show Spoiler + All I want to do is make a mod for HotS that puts the swarm host back in its 2013/2014 state. If anyone can tell me how to do that, I would appreciate it greatly
. it does :/ yes
On May 21 2017 15:22 TheLordofAwesome wrote:+ Show Spoiler +As far as I can tell, the editor is lying to me. I'm trying to recreate the old swarm host of 2013/2014 in a LotV extension mod. When I open up the units tab for the first time, I see something very strange. Every unit from HotS has its old HotS values. The swarm host costs 200 mins 100 gas, spawns the old locust, has Enduring Locust upgrade, not flying locust upgrade. The Viper lacks Parasitic Bomb. The ultra armor is lower. But the Ravager is in the unit tab.
I've made literally 0 changes to anything in the mod. This is what I see every time I create a new LotV extension mod
But using the extension mod ingame results in a normal Lotv game. What on earth is going on? This editor seems to be one of the most bug riddled pieces of software I've ever seen published by a major software company.
I'm using a Mac, if that makes any difference.
All I want to do is make a mod for HotS that puts the swarm host back in its 2013/2014 state. If anyone can tell me how to do that, I would appreciate it greatly. Fish told you  you make a lotv map, then you make an extension mod for a lotv default map then, in the extension mod you create a new swarmhost (make it have a separate id than the original AND make the larva spawn yours not the "standard" one) publish the extension mod then you re upload the dependencies locally from blizzard on your Lotv map and then re upload your lotv map #could/should work ps: if you still can't manage, i'll be around so drop me a pm, i'll try to help live (coz really this isn't "quote" simple "unquote" )
pss: blizz don't hotfix much lately but i think the swarhost and the bunker are champion of hotfixes from them (hardcoded changes that works over the data working, code that is only accessible to coders not regular users of galaxy )
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Hey y'all i'm working on a custom map for SC Bw using ScmDraft 2.0 and was wondering if there is a way to make it so Protoss observers don't work as detectors. Or how to make it so Dropships and Shuttles Cant Load Troops. I appreciate the assistance : )
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I'm trying to get the creep tumor to continue to be "lit up" even after it has spawned another tumor. Presumably this takes place somewhere in its Actor, but a couple hours digging around got me nowhere; can someone help me out?
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On May 27 2017 20:15 Turiski wrote: I'm trying to get the creep tumor to continue to be "lit up" even after it has spawned another tumor. Presumably this takes place somewhere in its Actor, but a couple hours digging around got me nowhere; can someone help me out?
The 'lit up' tumor and the used one are actually two different units
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How come some old maps don't show when I search for them in custom maps? Like, some of KTV's maps just don't show at all. Anyone have an answer?
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On May 21 2017 07:49 Achamian wrote: I am thinking of a potential UMS game, but would like to know how long it would take someone to do the following...
Mutalisk - Melee units only, but can still attack both air and ground. When they attack ground units they have to land like a broodling, (they swoop in and attack the unit.) - Movement speed on ground is the same as a SC2 Queen - Taking off would be like a viking, during the transition it could not attack.
Marines - 50% less firing rate - 1 less range - Start with an ability to go "Prone." They cant move while in prone, but gain 1 range and can fire at the normal rate of a SC2 marine. - Stim only increases movement speed All this is possible.. you have to create those units and replace the original with it in the proper tech trees / buildings involved (barracks and eggs from a hatchery) Possible, this said, the viking (the "template" to do your special mutalisk) is the most complex unit (or close) of all the default melee units because it is two units that require animations and validators working up the wazzu (meaning a lot of cross referenced stuff that is not "simple" (but is totally do able)) .. furthermore, the zerg units all come from an egg and that adds a layer of fun/fail often to the creation of such a unit... ..
As to how much time..? lets say ..just for the special mutalisk?
if you have just started using the editor i would say a week.. with help... if you had even average skill in all the required aspects (data) i would say a day...
Nothing in what you desire is complex, just pretty "layered" and requiring follow through 
ring around the rosie ps: + Show Spoiler +doing it in triggers would be easier for beginner in the data module ; always doing things through data first is the only way to learn data ; doing it through data is always better than doing it through triggers ; triggers are easy peezy, you would do it in 5 minutes if you get triggers
On May 27 2017 16:35 gamerchick42092 wrote: Hey y'all i'm working on a custom map for SC Bw using ScmDraft 2.0 and was wondering if there is a way to make it so Protoss observers don't work as detectors. Or how to make it so Dropships and Shuttles Cant Load Troops. I appreciate the assistance : ) Presumably you change the obs so it does not have its observer ability  Same for dropship/shuttle, sorry the custom maps forum rarely features bw :/ which is sad .. maybe making a thread in bw general would work to greater effect 
On May 27 2017 20:15 Turiski wrote: I'm trying to get the creep tumor to continue to be "lit up" even after it has spawned another tumor. Presumably this takes place somewhere in its Actor, but a couple hours digging around got me nowhere; can someone help me out?
On May 28 2017 03:24 TheFish7 wrote:Show nested quote +On May 27 2017 20:15 Turiski wrote: I'm trying to get the creep tumor to continue to be "lit up" even after it has spawned another tumor. Presumably this takes place somewhere in its Actor, but a couple hours digging around got me nowhere; can someone help me out? The 'lit up' tumor and the used one are actually two different units "lit up" means it can generate an infinity of other creep tumors? As fish said .. the idea is that the ability of the "initial" creep tumor implies that it becomes an "inert" different creep tumor and that it destroys the initial one that allows for placing another...
Creating a new creep tumor with a new ability (no creation of inert creep tumor and no destroying the original tumor) would do it for you.. changing the original one seems somewhat uselessly complicated... You still have to give that new ability some stuff like a cooldown or energy cost or other...
On June 03 2017 17:12 zoacoatl wrote: How come some old maps don't show when I search for them in custom maps? Like, some of KTV's maps just don't show at all. Anyone have an answer? Define old? Old as in wol or hots.. you know why they are not on, ..no? They are played on wol or hots platform... As for old lotv maps.. Authors can have taken the map off and blizz did not decide to leave it (even against the wishes of the author = LOL) or blizz can have taken it down (+ Show Spoiler +conspiracy theory inception )... Also you have to think global..? is the map you are looking for / remember only on na.. or only on eu / kr.. sea ( ) and that is why you can't find it..?
Finnaly there is always the distinct possibility that blizzard's platform does not showcase the maps we do for its game properly and that only the map's proper link will yield the map you are looking for..! Yes that happens .. why? because blizzard does not give a s hit about this platform!? Yes possibly, also no one cares about maps from the community.. maybe also the community around sc2 does not care enough?
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Have anybody experienced this problem where pathing cliff fills gets locked and you cant edit or delete them? It's entirely possible that my mapping apm got a little out of hand and i fat fingered something that locked them, but I'm clueless as how to fix it? as you can see even the option to clear it in the list view is grayed out. 
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Certainly it was a case of miss clicking some atrocious setting. in this case CTRL+L, apparently that cycles through what layers you are able to select/edit things on. The only way you'll be see what layer you are currently able to edit, is if you go: View > Show Settings Panel, then in the bottom right corner there will be a window that says Usage History, if you hit CTRL+L a few times you'll see that what layer it switched to last time. Sometimes this editor drives me nuts. :D
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Has the rejoin bug been fixed ? + Show Spoiler [useless gig] +Resist resist .. do not post a picture of the twit ch emote i do so want to post, yes it represents a guy with his mouth open and his eyes closed in pleasure! ![[image loading]](https://cdn.meme.am/cache/instances/folder238/500x/63000238/success-kid-hell-yeah-bug-fixed.jpg) If yes, now on to get arcade games featured fairly fairly by blizzard!?! Example+ Show Spoiler + : i would like to be able to be recognized by blizzard as a host to one of their arcade game.. and not be kicked regularly like standard users of their platform (the auto kick feature being the response they implemented to counter lobby blockers (i suppose?), which in itself is another problem.. one that i have had to face, not so much recently though.. just one in last 6 months which is acceptable i guess?) 
Also .. why the f... does the Deutsch Chat open all the time for me (i have nothing against it but i don't open it and it reopens on its own!) it is becoming irritably difficult to ignore
Edit: shi t is not fixed
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