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Simple Questions/Answers - Page 177

Forum Index > SC2 Maps & Custom Games
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Prev 1 175 176 177 178 179 182 Next
meatpudding
Profile Joined March 2011
Australia520 Posts
June 25 2017 02:20 GMT
#3521
Poll: Hey do you guys want the map analyzer back or are you good?

I'm good (3)
 
30%

Only if [condition] (0)
 
0%

Yeah (7)
 
70%

10 total votes

Your vote: Hey do you guys want the map analyzer back or are you good?

(Vote): I'm good
(Vote): Only if [condition]
(Vote): Yeah

Be excellent to each other.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-06-28 21:36:57
June 25 2017 10:06 GMT
#3522
+ Show Spoiler +
On June 25 2017 11:20 meatpudding wrote:
Poll: Hey do you guys want the map analyzer back or are you good?

I'm good (3)
 
30%

Only if [condition] (0)
 
0%

Yeah (7)
 
70%

10 total votes

Your vote: Hey do you guys want the map analyzer back or are you good?

(Vote): I'm good
(Vote): Only if [condition]
(Vote): Yeah



I've never used it because i'm on mac but i'm sure many mapmakers would use it!
Not sure a poll will strengthen your resolve? peeps on tl lurk and use stuff but don't vote/post much...
It is hard coding and if you can do it you will applauded for sure for your efforts.. but i'm sad to say i think few people will "help" (i hope i'm wrong mind you ) ; previous coders of the "analyzer" will help you coz you know they did it too
good luck!

Edit: to answer a previous question + Show Spoiler +
On June 25 2017 01:27 fluidrone wrote:
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]
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
(one of mine) .. no blizzard has not fixed the re join bug on the arcade </3
"not enough rights"
meatpudding
Profile Joined March 2011
Australia520 Posts
July 10 2017 04:37 GMT
#3523
Just checking because I have seen a few mapmakers say that they are working fine without it. The pathing feature has been built into the editor now, and the other main feature was openness calculation. It seems debatable whether openness is even worth looking at now. I made the poll because I thought it would be easier than spamming 'no' if it's really past its use.
Be excellent to each other.
NinjaDuckBob
Profile Joined March 2014
191 Posts
Last Edited: 2017-07-10 21:29:32
July 10 2017 21:24 GMT
#3524
Unsure how "quick" the answer would be for this, but I'll give it a shot.

I'd like debris towers near respective spawning points on a map to only be able to be attacked by the players spawned in those points (so the towers near spawn 1 can only be attacked by the player who spawns in spawn 1, same for the other spawns). If possible, how would this be accomplished while maintaining random spawn positions?
NinjaDuckBob ~ Fear the fuzzy!
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-07-14 16:12:46
July 14 2017 11:24 GMT
#3525
On July 11 2017 06:24 NinjaDuckBob wrote:
Unsure how "quick" the answer would be for this, but I'll give it a shot.

I'd like debris towers near respective spawning points on a map to only be able to be attacked by the players spawned in those points (so the towers near spawn 1 can only be attacked by the player who spawns in spawn 1, same for the other spawns). If possible, how would this be accomplished while maintaining random spawn positions?

Sorry i waited to see if anyone would answer :/

i'm sure it is possible via triggers, but i'm personally very bad with "random player" settings
or the "detect what is on the map" triggers .. so i couldn't just type it for you out right, sorry.

For a unit to be invulnerable accept for the player that spawns near it (like a destructible rock that when destroyed would open up a path)
:

i would make two units with identical models placed at the same place

then make the player X see the destructible unit and player Y (the other player spawning elsewhere) not see it,
player Y would see the other invulnerable unit underneath.
If player X destroys the unit, the other unit disappears too.

The first set up would be a start trigger (happening right after the initial map initialization trigger)
and would set those units and their vision at the start right after the
random spawn mechanic
has done its job, like 0.1 seconds after spawn occurs.

So at the start you would suppress vision of the player of all destructible units that are not near his spawn
and
suppress vision of the invulnerable units that is connected for the player that spawned near it.

Then you would make a trigger for each destructible unit, so that when it is destroyed the invulnerable unit underneath disappears and the path is hence opened.

This is if i didn't find a way to make it work with just one unit and make it target-able only by the proper player.

If you want the reverse effect (a tower that when destroyed will block the layout) than apply this logic to the tower units you will have placed.
gl
"not enough rights"
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 15 2017 00:55 GMT
#3526
No easy answer here, I'm assuming you want to keep the map as melee and do this debris towers thing, i can't think of a way to do that.

If you don't care about it being melee, I would suggest either:

A. setting alliance status using player options and variants, then give the collapsible tower to a player that's allied with the player on the other side of the map. This would mean fixed spawns though. Would also probably require data editing the rock tower a bit.

B. create a trigger that makes a Region and moves that region to each start location at game time .1 seconds, and sets player and unit variables which check which start location is close to which collapsible towers. You could then use the Any Unit is Attacked --> Prevent all Damage done trigger Action to keep a given player from damaging a given rock tower. Its inelegant however because they could still attack it, they just couldn't damage it. Alternately, use the location method to set alliance statuses.

+ Show Spoiler +
C. it may also be possible using validators, but I can only think of a way to do that which involves applying a validator to basically every offensive ability in the game.
~ ~ <°)))><~ ~ ~
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-07-20 23:40:33
July 20 2017 23:39 GMT
#3527
On July 10 2017 13:37 meatpudding wrote:
Just checking because I have seen a few mapmakers say that they are working fine without it. The pathing feature has been built into the editor now, and the other main feature was openness calculation. It seems debatable whether openness is even worth looking at now. I made the poll because I thought it would be easier than spamming 'no' if it's really past its use.


I think it would be pretty nice to have exact measurements on things easily viewable for everyone. Also knowing the main size was a pretty awesome feature. One can figure out in the editor within a reasonable margin of error what the main size is, but again having this information displayed together with all the other stuff in a single image is pretty sweet.

Idk if it's worth your trouble, we are "making it" without it and there aren't a ton of mapmakers these days, so realistically you'd be making it for like 6-10 people lol. (although not exactly true since other people and Blizzard sometimes check the map threads out) I wouldn't complain either way, was nice having it while we did
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
NinjaDuckBob
Profile Joined March 2014
191 Posts
July 21 2017 15:55 GMT
#3528
Thank you so much, fluidrone and TheFish!

I'll be trying out some of those ideas after going through a triggers tutorial.
NinjaDuckBob ~ Fear the fuzzy!
Lycanthoss
Profile Joined April 2017
Lithuania29 Posts
Last Edited: 2017-08-07 12:27:11
August 06 2017 15:32 GMT
#3529
I've been going through the textures and i saw "Purification_Desert_x" where x is a number. I can't open the textures because they're apprently missing but i don't recall seeing these textures before ? Could it be Blizz is making another campaign like they did with Nova ? Also the textures used for some Nova missions are also missing and have a purple-red placeholder icon.

Edit: nvm, the textures are new but i remembered that Rock-The-Cabinet recently finished. So the textures are for a new co-op map.
Zerashk Gulida
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-08-14 13:33:47
August 14 2017 12:43 GMT
#3530
AAAAAA anyone else get patch anxiety?
past 40 and i get it for a computer game/arcade/editor

[image loading]
#never grow old

edit: both my game and editor survived this patch
# <3 blizz when it works
"not enough rights"
Tree89
Profile Joined March 2017
Brazil7 Posts
August 16 2017 02:07 GMT
#3531
I would like to know if I should play Starcraft Remastered.
I intend to stay in SC2, but my question, precisely, is: can I learn something useful for SC2 by playing SCR?
Κύριε ἐλέησον, Κύριε ἐλέησον, Κύριε ἐλέησον...
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 16 2017 03:37 GMT
#3532
This is the sc2 mapping forum, but the short answer is yes. Sc1 is much more mechanically demanding; playing it is a bit like taking the training wheels off of a bicycle.

Speaking of SC:R, i was hoping they'd add some improvements to the editor, but alas...
~ ~ <°)))><~ ~ ~
The_MacChen
Profile Joined August 2017
1 Post
August 23 2017 13:55 GMT
#3533
Hey all,

So i was playing remastered SC1 recently and was playing the UMS maps because that was always my favorite part of starcraft. I started wondering what UMS is like for SC2 these days and tried to find some info online but only came across these old threads:

http://www.teamliquid.net/forum/starcraft-2/128968-a-day-in-the-life-of-an-sc2-ums-creator

http://www.teamliquid.net/forum/sc2-maps/139745-the-real-problem-with-sc2-custom-maps

Does anyone know if blizzard has fixed the problems with battlenet 2.0 and custom maps? Or is it still really hard or next to impossible to play any map but the 50 most popular and impossible to find diverse, interesting and creative content for SC2? I'd like to buy SC2 but only if the UMS issues have been fixed because I don't actually enjoy the melee/competitive aspect as much.

Gavinrivera
Profile Joined August 2017
United States15 Posts
September 20 2017 20:53 GMT
#3534
How do I make rocks block line of sight?
Jaedong is Gosu
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
September 20 2017 23:17 GMT
#3535
The easiest way would be to use the Curtain (LOS BLOCKER) - Invisible doodad on top of your rocks.
~ ~ <°)))><~ ~ ~
Gavinrivera
Profile Joined August 2017
United States15 Posts
September 22 2017 19:51 GMT
#3536
On September 21 2017 08:17 TheFish7 wrote:
The easiest way would be to use the Curtain (LOS BLOCKER) - Invisible doodad on top of your rocks.


Wouldn't that make the area where the curtains are always block line of sight even after the rocks are broken?
Jaedong is Gosu
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2017-09-24 01:55:27
September 23 2017 02:23 GMT
#3537
On September 23 2017 04:51 Gavinrivera wrote:
Show nested quote +
On September 21 2017 08:17 TheFish7 wrote:
The easiest way would be to use the Curtain (LOS BLOCKER) - Invisible doodad on top of your rocks.


Wouldn't that make the area where the curtains are always block line of sight even after the rocks are broken?


If you want to make destructible rocks block line of sight (or any other unit for that matter), give it a custom footprint. Use one of the Block LOS footprints as a reference.

+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
Kashim
Profile Joined December 2013
Poland1244 Posts
October 30 2017 20:07 GMT
#3538
Hi. If I made a mod with current patch, can I play with this mod (of course in custom) in forthcoming patch?
SC2 LP Staff, Aligulac Editor, Tournament Organiser and Admin @KashimSC2
fluidrone
Profile Blog Joined January 2015
France1478 Posts
October 31 2017 09:03 GMT
#3539
Hi, if you make a mod on the present patch then it will work until the next patch.

Then the new patch might brake it and you will be able to fix or not. The next patches might never bother your mod at all.

It all depends on what they "fix" / change, sometimes their changes supersede what you did/do in the editor.

You should do it, if you come into trouble then you will cross that bridge then.

"not enough rights"
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 01 2017 01:54 GMT
#3540
My advice is to always create new units / abilities, etc. when making a mod, rather than changing one thing about an existing unit or ability. Even if you just want to change one stat on a unit, copy it and make a new one. This way your mod will almost certainly keep working in the future. The downside is your "new" units won't pick up any future balance changes. I made a very extensive mod in HotS with this method, it still works.
~ ~ <°)))><~ ~ ~
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