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Simple Questions/Answers - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 180 181 182 Next
CScythe
Profile Joined June 2009
Canada810 Posts
July 30 2010 23:51 GMT
#41
On July 31 2010 05:00 pgshock wrote:
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)

Do you just want a custom map that is designed to help with Zerg macro? I think there are a few of those around. Or is it creep spreading specifically that you wanted?
King_Nothing-
Profile Joined November 2008
Denmark11 Posts
August 02 2010 13:36 GMT
#42
I have a problem getting custum maps against the AI count as achivements. I have tried several times on several days. But nothing seems to work. Anyone know why?
InTriX
Profile Joined July 2010
United Kingdom149 Posts
August 02 2010 20:45 GMT
#43
Custom maps don't count towards achievements.
Life is Not worth Dying for.
King_Nothing-
Profile Joined November 2008
Denmark11 Posts
August 02 2010 22:47 GMT
#44
But how do i get the achivements for fighting the AI if i dont beat them in a custom game? Im trying to get more achivement points than one of my friends
Rider
Profile Joined May 2010
Netherlands127 Posts
August 03 2010 15:55 GMT
#45
Why do AI controlled units try to move to the bottom left of the map, and how can I stop it? This happens for both existing and new AI controlled units.
My grandpa could've proxied better. And not only does he have arthritis, he's also dead.
MarioMD
Profile Joined February 2010
United States22 Posts
August 05 2010 05:26 GMT
#46
I saw someone using Lurkers in a custom map. When I open Galaxy Editor I don't have Lurkers or any of the campaign specific units. Is my version too old? Where do I acquire these?
Give a man a match and hell be warm for a minute, set a man on fire and he will be warm for the rest of his life.
MarioMD
Profile Joined February 2010
United States22 Posts
August 05 2010 05:27 GMT
#47
@King_Nothing- You don't make fight the AI in custom games you start a 1v1 using a blizzard map in the multiplayer menu.
Give a man a match and hell be warm for a minute, set a man on fire and he will be warm for the rest of his life.
kalleralle
Profile Joined July 2010
Sweden183 Posts
August 05 2010 10:11 GMT
#48
Best dota clone so far and link to the latest version ? Is it still storm of the imperial sanctum ?
Jappre
Profile Joined August 2010
United States1 Post
August 05 2010 17:23 GMT
#49
When I place vespene geysers in a melee map I'm making and then test the map, my harvesters regardless of race, dance round the refinery etc. before entering and actually collecting gas. How can I get them to just take a straight course to the gas, get in, get out and go straight back to command center etc?
ilbh
Profile Blog Joined May 2007
Brazil1606 Posts
Last Edited: 2010-08-05 19:39:30
August 05 2010 19:29 GMT
#50
2 simple questions:

how do I set metabolic boost as upgraded for zerglings?

where can I find guides and tutorials for map editor? I could only find some videos with some complex stuff, but nothing as simple as adding the upgrade for zerglings or stim pack for marines or even a complete guide from basic to advanced.

I managed to make the neural parasite available for infestors, so I know how to do some stuff in the Data module, but the metabolic boost to zerglings, I just can't find anything in the Data module to change or edit to make it already upgraded.

thanks in advance.
Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.
Empyrean
Profile Blog Joined September 2004
17045 Posts
August 05 2010 19:46 GMT
#51
On August 06 2010 02:23 Jappre wrote:
When I place vespene geysers in a melee map I'm making and then test the map, my harvesters regardless of race, dance round the refinery etc. before entering and actually collecting gas. How can I get them to just take a straight course to the gas, get in, get out and go straight back to command center etc?


I'm not sure; that sounds like some sort of strange placement issue. Have you tried copying the placement of geysers with relation to main buildings of popular maps, putting it in a melee map of your own, and then trying it out?
Moderator
zromania
Profile Joined August 2010
Romania3 Posts
August 05 2010 21:51 GMT
#52
1. How im making in a map for example tanks to use siege and zealots speed. I found menu - modules/data/data types-upgrades but there not sure how to research a spell or tallent). In the map i have tanks dont siege when atacking and zealots are slow

i found a window Ability command-point, where is selected "atack" - so tanks can atack, but i dont see in the list in that window a patroll command. Probably tanks dont siege because they are not patrolling...

2. how im inserting a text in chat in second x and a sound?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
August 07 2010 01:44 GMT
#53
On August 06 2010 02:23 Jappre wrote:
When I place vespene geysers in a melee map I'm making and then test the map, my harvesters regardless of race, dance round the refinery etc. before entering and actually collecting gas. How can I get them to just take a straight course to the gas, get in, get out and go straight back to command center etc?


Some people are having this problem...its just a glitch...there are a few ways to solve it.

1. Add a little bit of pathing blocker around the side of the geyser until they stop messing around.
2. Switch geyser models, if you are using natural switch to manmade, this should solve it.
3. Try rotating the geyser.
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.
BlackMagister
Profile Joined October 2008
United States5834 Posts
August 08 2010 07:07 GMT
#54
Does anyone know of a map that is good for testing out units/buildings? I'd settle for one that just demonstrates what units do but would prefer one with buildings because I'm trying to teach a friend what everything does. I guess a standard map where you just start with a lot money would work.
b33thov3n
Profile Joined August 2010
Vietnam5 Posts
August 08 2010 20:56 GMT
#55
I want to ask . How to import custom AI into maps ? Such as AI Green Tea , or StarCrack . I want to use these AI on Battle.net to play with my friend . Because theres no way to override blizzard's ai with other AI so only way is to import them into some maps . And play these map in custom mod .
And i'm talking about StarCraft 2
Seeing is Believing
Zabestrial
Profile Joined June 2009
United States194 Posts
August 08 2010 21:34 GMT
#56
hey im making some infested maps and i make it so that when a sertain unit enters a region i spawn zerg at a point, but if they go back over it haooens again, how can i make them only spawn once?

thx


-Zabestrial
www.YouTube.com/BreakingHaven
Tuy
Profile Joined January 2004
United States55 Posts
August 09 2010 04:48 GMT
#57
I am trying to make a map with both scouts and a new unit called a scout bomber. The scout bomber has an attack that is like the scout's anti-matter missiles except it targets ground units. The problem is that the scout bomber's attack seems to originate from under the scout bomber and not from the scout bomber itself. This problem can be seen by opening my test map and attacking the command center:

http://www.2shared.com/file/jyNnFG0h/Scout_Bomber.html (click the link next to "Save file to your PC")

I have achieved the desired effect by making the scout's normal attack target ground instead of air, but this isn't a solution for my map since I need the weapons of the scout and scout bomber to be different with two different damages. If anyone could tell me what I'm doing wrong, it would save me from pulling my hair out. Thanks.
Tuy
Profile Joined January 2004
United States55 Posts
August 09 2010 04:55 GMT
#58
On August 09 2010 06:34 Zabestrial wrote:
hey im making some infested maps and i make it so that when a sertain unit enters a region i spawn zerg at a point, but if they go back over it haooens again, how can i make them only spawn once?

thx


-Zabestrial

In the trigger that spawns the zerg, you can add as a condition a "trigger execution count." Set it up so that the condition is the number of times the current trigger has been executed < 1.
zromania
Profile Joined August 2010
Romania3 Posts
August 09 2010 08:10 GMT
#59
why he get a answer and me no? p
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
Last Edited: 2010-08-09 11:18:35
August 09 2010 11:17 GMT
#60
wtf is it correct, that protoss doesn't have any MASSIVE ground units? because even though i never made a map myself, i had the idea to block an expension with a neutral forcefield...

but thinking about it for a while it doesn't even seem balanced between terran and zerg since thors come a lot faster than ultralisks. and since toss doesn'T have massive units it seems, this idea goes to the bin i guess.
http://twitter.com/jhNz
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