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Simple Questions/Answers - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 180 181 182 Next
looknohands119
Profile Joined March 2010
United States815 Posts
July 28 2010 23:48 GMT
#21
Where are mah units !?

I've been going through the galaxy editor and I cannot find anything other than the melee units and structures... Am I missing something or are they just not there yet? I though
Blizzard was pretty clear and unwavering about the fact that all the BroodWar units would be there and all the April Fools joke units and heroes and such too.
"The kingdom of the heavens is buried treasure. Would you sell yourself to buy the one you've found?" - Jon Foreman ('Your Love Is Strong' - Spring EP)
Avrithor
Profile Joined May 2010
United States41 Posts
July 29 2010 02:18 GMT
#22
To get the BW units you have to go to Dependencies and add the campaign modules. Basically only the ones that show up in the single player are present, though, plus the lurker (haven't completed the campaign so maybe that does show up later, I dunno). There's no reaver, no defiler, etc.
Zack1900
Profile Joined January 2010
United States211 Posts
July 29 2010 03:01 GMT
#23
^^I was hoping to answer that

Has anyone figured out a way to vulture micro in SC2? It was such an important part of that unit I figured they would copy that into the game.
Heaven_n
Profile Joined April 2009
Mexico170 Posts
July 29 2010 05:04 GMT
#24
How do i change my hotkeys to the US ones? (i have it in spanish and scvs are hotkeyed to V marines to A e-bay to I etc)
Savior: I will destroy everyone in 2009 if thats ok with u thanks
Mortis
Profile Blog Joined April 2010
United States217 Posts
July 29 2010 05:40 GMT
#25
On July 29 2010 11:18 Avrithor wrote:
To get the BW units you have to go to Dependencies and add the campaign modules. Basically only the ones that show up in the single player are present, though, plus the lurker (haven't completed the campaign so maybe that does show up later, I dunno). There's no reaver, no defiler, etc.


How exactly do you do this? I went to dependencies and now I am lost... I see "Liberty (Mod)" and "Liberty Multi (mod)" I'm not sure where to go from here :x
funcmode
Profile Joined June 2010
Australia720 Posts
July 29 2010 06:08 GMT
#26
On July 29 2010 14:40 Mortis wrote:
How exactly do you do this? I went to dependencies and now I am lost... I see "Liberty (Mod)" and "Liberty Multi (mod)" I'm not sure where to go from here :x


Bottom left corner "Add Standard" button...

Select the additional modules.

Simple =)
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Mortis
Profile Blog Joined April 2010
United States217 Posts
July 29 2010 06:22 GMT
#27
On July 29 2010 15:08 funcmode wrote:
Show nested quote +
On July 29 2010 14:40 Mortis wrote:
How exactly do you do this? I went to dependencies and now I am lost... I see "Liberty (Mod)" and "Liberty Multi (mod)" I'm not sure where to go from here :x


Bottom left corner "Add Standard" button...

Select the additional modules.

Simple =)

Gosh, I feel so dumb. Thanks a lot ^^;
gRnt
Profile Joined May 2010
Australia21 Posts
July 29 2010 09:20 GMT
#28
Is there a way to "install" custom maps (like yabot) to a directory SC2 reads instead of dragging and dropping to the launcher everytime?
Beren
Profile Joined June 2010
United States514 Posts
July 29 2010 19:22 GMT
#29
I'm trying to publish a map but it keeps telling me "The requested publish name has unacceptable words (starcraft) [Locale]" wtf i've tried to name it aaabbbccc and it still wn't let me publish it...

any advice would be great and thanks for your time.
anoobis
Profile Joined May 2010
United States46 Posts
Last Edited: 2010-07-29 19:43:21
July 29 2010 19:26 GMT
#30
in publish it says
The requested publish name has unacceptable words no matter what i put as the publish name?
Edit:realized someone said same thing just before me but it's a common problem
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2010-07-29 19:39:04
July 29 2010 19:37 GMT
#31
On July 29 2010 05:10 CagedMind wrote:
How do you change hp of rocks and this needs to be for melee mode.


You can't. All stats need to be default for melee mode.

On July 29 2010 04:52 aeoliant wrote:
Hey guys I just want your opinion on how valid mineral blocks are on islands in SC2. Normally it's to prevent a terran from expanding just by floating a cc over. But now you can load up scvs in CCs or you could drop a mule on it. Is using mineral blocks still useful?


Its your choice. I see no reason not to. If you really want to have fun, put a mineral block underneath a destructible rock :p
starleague forever
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-07-30 01:13:00
July 30 2010 01:10 GMT
#32
EDIT: double post
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
July 30 2010 01:11 GMT
#33
On July 30 2010 04:26 anoobis wrote:
in publish it says
The requested publish name has unacceptable words no matter what i put as the publish name?
Edit:realized someone said same thing just before me but it's a common problem


On July 30 2010 04:22 Beren wrote:
I'm trying to publish a map but it keeps telling me "The requested publish name has unacceptable words (starcraft) [Locale]" wtf i've tried to name it aaabbbccc and it still wn't let me publish it...

any advice would be great and thanks for your time.



The solution is this->

1. go to "Map"--->"Map Info"
2. Fill in the information here, the problem is that you arent allowed to have the word "starcraft" in the map name, and you can see by default the editor calls it "Just Another StarCraft II Map"

3. save and publish!
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Avrithor
Profile Joined May 2010
United States41 Posts
July 30 2010 04:21 GMT
#34
Well I have to revise my earlier post. That *might* work to get the BW units available for you. It also might not. The editor is apparently still extremely buggy. As of just now, adding the campaign modules as dependencies no longer works for me. Campaign units are gone from the unit palette, ones I had placed on a map don't show up anymore (but still have dots on the minimap). Trying to remove those dependencies and re-add them doesn't work. It refuses to remove them as dependencies, saying that the hydra morph into lurker ability is being used somehow (haven't done a thing with lurkers on the map at all). And it's not that that map was corrupted somehow - restarting the editor and making a brand new map with the right dependencies gives the same results - no campaign units available. :/
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 30 2010 04:28 GMT
#35
On July 29 2010 04:52 aeoliant wrote:
Hey guys I just want your opinion on how valid mineral blocks are on islands in SC2. Normally it's to prevent a terran from expanding just by floating a cc over. But now you can load up scvs in CCs or you could drop a mule on it. Is using mineral blocks still useful?

As you pretty much answered yourself, no problem for Terran, problem for Zerg/Protoss.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
July 30 2010 11:33 GMT
#36
On July 29 2010 04:52 aeoliant wrote:
Hey guys I just want your opinion on how valid mineral blocks are on islands in SC2. Normally it's to prevent a terran from expanding just by floating a cc over. But now you can load up scvs in CCs
How is this any different from in BW landing a CC and building an SCV from it to go mine the mineral? The idea is to make it so there is nowhere on the island the CC can land, since it has to be a certain distance away from minerals. Unless a CC can drop off an SCV without landing (which would be news to me) it's exactly the same. The MULE changes things though.
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
July 30 2010 14:47 GMT
#37
I think TLO dropped scvs from his cc during TLOwnage but I'm not sure. I just feel that destructible rocks on islands is overkill but minerals may not be enough
CScythe
Profile Joined June 2009
Canada810 Posts
July 30 2010 18:36 GMT
#38
I'm trying to find a way to change the opacity of the selection box in-game when you click-drag to select units. Basically I want to reduce it so it's more like Starcraft 1, with just a box and little or no translucent colour fill.

Can that be edited in data or is there a way to do it through the game settings?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
July 30 2010 19:04 GMT
#39
On July 30 2010 20:33 MamiyaOtaru wrote:
Show nested quote +
On July 29 2010 04:52 aeoliant wrote:
Hey guys I just want your opinion on how valid mineral blocks are on islands in SC2. Normally it's to prevent a terran from expanding just by floating a cc over. But now you can load up scvs in CCs
How is this any different from in BW landing a CC and building an SCV from it to go mine the mineral? The idea is to make it so there is nowhere on the island the CC can land, since it has to be a certain distance away from minerals. Unless a CC can drop off an SCV without landing (which would be news to me) it's exactly the same. The MULE changes things though.


you can pick up and drop SCV's without landing...just like a dropship.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
pgshock
Profile Joined March 2006
60 Posts
July 30 2010 20:00 GMT
#40
Can anyone make me a custom map?

I was thinking of having one where you had to spread overlords, creep from queens, to all 3 corners of the map starting from one corner. Also the 3 pathways to each corner would have terrain relevant to the maps we are playing in 1on1 (ramps etc).

Not sure if this is the right place to put this 8)
Its not the falling that kills you, its the stopping
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