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Simple Questions/Answers - Page 31

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 29 30 31 32 33 182 Next
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
February 28 2011 19:24 GMT
#601
[image loading]

Lol
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
February 28 2011 19:28 GMT
#602
On February 28 2011 10:29 Broodie wrote:
Anyone have any clue how to answer my question from the last page

I wanna include a map with it soon

Just read your post again but I still have no idea what you're talking about

What exactly is the analogy of the LOSB and the destructible rocks?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Broodie
Profile Blog Joined May 2008
Canada832 Posts
February 28 2011 20:11 GMT
#603
I want to have an area where people can send a unit that will activate LOSB.

in a nutshell:

Marine goes up small ramp beside third base and stands next to a Xel Naga Turret which makes LOSB appear in the choke to that base.

just triggered LOSB

sorry for being unclear ^.^
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 28 2011 20:27 GMT
#604
you can do that with triggering. impossible in melee though
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-03-01 09:56:33
March 01 2011 00:07 GMT
#605
Space platform ground decals/decals

So I suppose these are the doodads used to draw lines, numbers and what else, but only one of the variations shows up in the editor, I have to launch the map ingame to see what I am doing, which I quickly became tirred of. Am I doing something wrong here or is it just the way these doodads works?

edit: some pictures to clarify

this is my editor:
+ Show Spoiler +
[image loading]


this is ingame:
+ Show Spoiler +
[image loading]


so yeah based on what I see in the editor I am having a really hard time seeing what I am exactly doing with these doodads.

edit2: and the images are kinda not resized, open them in a new window to view them.
Let thy speech be better than silence, or be silent.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-03-04 03:34:30
March 01 2011 12:43 GMT
#606
[image loading]

On January 27 2011 01:10 Barrin wrote:
"If you're having trouble with the editor, try chatting with Eliza for help."

Uhh... wtf? What does this tip mean? lol.


Well... did you find it out? Is she hot or tepid?
(trusted you to be be the first to scroll through the list of tips)

============================-------------------===================
On January 27 2011 05:19 Madsquare wrote:
Here you go dezi.
+ Show Spoiler +
[image loading]

Nice find on those tileset based textures!

I have a question too. Is it possible to change the size (and footprints) if destructible rocks without loosing the melee tag? And if so, how?
cheers,
madsquare.


Priceless gift, thanks Dezi .. thanks Madsquare, always nice to see mapmakers share

No, you'll always loose the melee tag ..but you only forfeit a title, melee data/trigger/cp/lobby still works... (it's in fact very easy to go "over the line", loads of melee use out of it though)

============================-------------------===================
On January 31 2011 07:40 wi1lywonka wrote:
How do you reset all data to parent data? In other words erase custom changes to the standard melee data?
OR
I wonder how to change the model for a unit? Say I have a spine crawler and I want to change the model to Aiur Overmind Intestines?


No general reset (some things have it and don't work (because of copying issues) some have it and it works and some just don't have it).

Units have an actor which has a model... the unit and the actor both need be implemented properly so it works... in this case change the model.. no (resources are special).. to address this specificity scroll through to page 20/26 of this very thread (answer there somewhere)

============================-------------------===================
On February 01 2011 19:37 ihasaKAROT wrote:
Not sure, if we dont, we shud get one

Also, when texturing a map with lets say a set of big tiles, the tiles are set. You can 'paint' them in but you cant move the actual texture...
Or can you?
So for example when Ive got this:
[image loading]
I want to archieve this, by positioning the textures different and not the entire map:
[image loading]
black - wall
brown - tiling texture


One of the best post i've seen, thank you ihasaKAROT
(Barrin style posting (exhaustive on the matter) with a comfortable Celtic thickness (brevity) to it, real nice!)

============================-------------------===================
On February 02 2011 11:22 oddeye wrote:
How do I add new units? Everytime I try to add new units basically the map the unit never has a model.

I hope this is correct place to ask, give me link to tutorial if you have cause it might be long to explain. Thanks!


Unit need actors (to play out graphically on screen) see earlier in this thread, use search function.. easiest is duplicating a unit and changing them

Find all the tutorials you'll ever need on sc2mapster.com

============================-------------------===================
On February 02 2011 14:23 LucifKaiser wrote:
Dumb question I was just trying to place minerals but I couldnt put them in the corners of the map is there a way to fix this or is it supposed be like that


as Barrin said you need to mind the bounds issues.. it makes galaxy bug if you insist...i tried it...

============================-------------------===================
On February 09 2011 18:27 Silence- wrote:
OK, a question. Does anyone know how to create trees that have a snow effect, like the tips are snowy?


No particles yet on sc2, the "importing" of the model would do it...!!??

============================-------------------===================
On February 11 2011 05:57 Hyren wrote:
whenever I click on "doodads", the editor becomes extremely laggy and the doodads flicker in and out. Any idea what is causing this? It never happened before up until today.


Doodads are the heavy "graphics", did you not leave your galaxy on ultra...? (file/pref/test document/set on low) are your other applications off? do do the check drivers routine... or pm me..

============================-------------------===================
On February 18 2011 10:44 FlopTurnReaver wrote:

I have a crush on my high school teacher and don't know if or how to approach her. Any help?


older women... wawhhooouuu.: good luck, love is ze thing that matters... gotta find some... wherever or whenever you see it... forget her and find someone, or move back when you can if it is still relevant (5/10 years difference is nothing when people get past their twenties) ...

+ Show Spoiler +
[image loading]


============================-------------------===================
On February 25 2011 02:47 Broodie wrote:
Sort-of a simple question, you can PM if it's not appropriate for here, but:

I want to make Xel'Naga Towers that trigger LOSB to activate in certain spots, rather than putting rocks down I think this would be a great alternative and add an extra emphasis on defense, and it allows an opposing player to know "Hey, once I pass these activated LOSB I am for certain in enemy territory"

thanks!


triggers are the best bet... shortest to accomplish your goal...

you might get it with a good ability/behavior relationship on 2 units: a custom xwtower and a losblocker, .. i'd try changing a xwt and then cheating by adding the los graphics then...

good luck, good idea...

============================-------------------===================
On February 25 2011 16:30 mynameisdumb wrote:
When I create a second command card for the larva unit, I am unable to create multiple units off of the second command card without it switching back to the original command card.

Example: If I have two pages of units that can be built from a pool of larva, and I want to build multiple units from the second page (or the second command card), when I build one it automatically returns me to the first card, preventing me from quickly selecting units (either through holding or spam clicking).

This is a problem for my custom map because when you get upwards of 10 larva it's really difficult to build units quickly from the second page/command card. Is there any way I can fix this? I'm open to any workaround or other type of creativity, so if there is a less obvious solution I'm open to it as well. Thanks!


I thhhink 1.13 killed that one (some larvae bugs might still remain though)
but you must still change the "menu cards" by yourself to the proper implementation...

============================-------------------===================
On February 27 2011 22:15 Sockso wrote:
Has anybody made any multiplayer campaigns? 2-3 players would be ideal.


//drumrooooollllloololol// sc2mapster.com

============================-------------------===================
On February 28 2011 05:02 Komb wrote:
Hey guys, do you think it is a good idea to make a custom game of practicing control?

I think it'll be a lot of fun if there is a map that enables you to practice your forcefields, banelings dodges, marine marauder control against high templars, banshee hit-and-runs, etc...


There are already some... lots... seem to remember Qxc's was good early (dunno about now)
... YABOT rules though, and for good reason (it's for every type of sc2 "training"...)

============================-------------------===================
On March 01 2011 09:07 Chibalicious wrote:
Space platform ground decals/decals
So I suppose these are the doodads used to draw lines, numbers and what else, but only one of the variations shows up in the editor, I have to launch the map ingame to see what I am doing, which I quickly became tirred of. Am I doing something wrong here or is it just the way these doodads works?
edit: some pictures to clarify

so yeah based on what I see in the editor I am having a really hard time seeing what I am exactly doing with these doodads.
edit2: and the images are kinda not resized, open them in a new window to view them.


Tl resizing bugs, don't worry, just go 17/17cm (or variation for height) for your picture to be featured properly within site bounds with "max" quality

You should not give up... painting in the dark is shite... trust me i've done it.. you need to take the time to have them displayed properly (learning/teaching yourself will make your days that more productive).. the view menu is maybe all you need or the preferences on graphics test document maybe? .. ask again, i'll try to help if i'mnotnuked preemptively permanently ...



============================-------------------===================

If i missed something, do not hesitate to ask again

Edit: formatting / trying to get tl status on grammar
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 01 2011 15:51 GMT
#607
Holy hell, thats a big post

I dont get your comment on my post tho. Probably just me, its the end of the workday, im tired and I want to go hooooome
KCCO!
adso
Profile Joined March 2011
718 Posts
March 01 2011 15:59 GMT
#608
I said thank you for doing it...
WniO
Profile Blog Joined April 2010
United States2706 Posts
March 01 2011 16:32 GMT
#609
On March 01 2011 04:24 FlopTurnReaver wrote:
[image loading]

Lol

I stated they were just random numbers as i was getting desperate. i still cant get fog.....
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2011-03-01 20:19:49
March 01 2011 17:04 GMT
#610
So you post a picture of it with random numbers and think someone can find the mistake? oO

Did you already try it on a new created map? You could change terrain/doodads of the map and upload it so people can try it out themselfs. Dunno what else you could do.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-03-02 00:08:10
March 01 2011 18:27 GMT
#611
"Did you already try it on a new created map?"

This seems harsh but it's very true... ..sometimes it's very difficult to understand your own galaxy... (ie: a map does not work and you keep checking everything frantically until (you hope) you're gonna uncover your mistake in the "experimental" map you got yourself into)

creating a new one solves many problems

(wrong wiring is no longer playing with the desired effects) ... i've already binned several (cause i couldn't fix after loosing doodads such as lighting and i'm not alone...)...
this simple thread has got many answers on that subject (in earlier pages / thanks again for all you sharing mapmakers...)

Switching between "mold" layouts / lightings... etc has consequences... maybe refreshing (creating a new map) would help.. maybe it's a bug (from your graphics/hardware/other appli...) or from blizz, sounds to me like there are several graphics bugs unsolved...

Hope you solve this, will look into the fog with you... and do preemptively answer all the "simple questions" (such as those i asked and the view settings graph preerences etc) so we can best help..

Has it been published...? how is it in game? Maybe that would fix it
... like returning to the mothership..



mapmaking chant (+ Show Spoiler +
Barrin quote
WniO
Profile Blog Joined April 2010
United States2706 Posts
March 01 2011 19:08 GMT
#612
nah its literally just that map... i didnt start on the specific map as im just doing textures and doodads so im going to just see if maybe he can add it and send it back.
thanks for the help though.
Kevlar622
Profile Joined August 2010
United States49 Posts
March 01 2011 22:43 GMT
#613
What are your guyseseses opinion on a map without ramps? no ramp into your main that is... or perhaps a ramp up?? how do you think it would change for terran and protoss especially?
I dont drink. I dont smoke. I dont do drugs. I play video games, which i beleive is a far superior addiction to any of those other ones.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2011-03-01 23:07:34
March 01 2011 23:07 GMT
#614
On March 02 2011 07:43 Kevlar622 wrote:
What are your guyseseses opinion on a map without ramps? no ramp into your main that is... or perhaps a ramp up?? how do you think it would change for terran and protoss especially?

Ramp up no, you need the defenders advantage. Flat chokes are fine. Just be careful about pylon warp-ins
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
mynameisdumb
Profile Joined January 2011
United States12 Posts
March 02 2011 07:32 GMT
#615
Is there a way to get the tooltip of a unit? The function to receive the tooltips of the units from the catalog returns an address of the tooltip. For instance, "button/tooltip/marine." However, I do not know how to access the actual tooltip from this value or ID. Any advice? Thanks in advance!
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-03-02 08:06:36
March 02 2011 07:45 GMT
#616
yes

The tooltip can be changed on units... take a standard unit and see how it's done...

Then implement it on a "new" unit (with same core /// addressing... keep the original up to the new last" value and type then type tooltip... presto new tooltip).

It takes a proper correlation between name and tooltip (name of unit and addressing) for it to work... (possibly losing you the melee title for your map in the process)...if it worked both field should be "interacting". Restate/rephrase problem if unsatisfied/ by this answer/way to start out.

Further unrelated advice:
+ Show Spoiler +
tl has a thread where one can change his/her name (profile on tl) ...Above 500 posts, one will no longer be offered this privilege... check this out for yourself...
"mynameissmart" is something to think about if you're gonna want to extend your stay on tl...)
Your call...

mynameisdumb
Profile Joined January 2011
United States12 Posts
March 02 2011 08:16 GMT
#617
Thanks adso! One further clarification if you are still on (or if anyone else can answer this for me :D ), is it possible to get or set a tooltip from a default unit button in the trigger editor? For example, I want to get/set the train marine button tooltip (General-purpose infantry.<n/><n/><c val... and so on) in the TRIGGER editor (not data editor). And if this is possible, how would i go about doing this?

And also, about my username... I didn't see a problem with it, it's been the same username I've used on everything (including SC:BW) since I was 10 years old haha. I just never switched over to another. Is it going to be a problem here?
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-03-03 15:51:22
March 02 2011 11:04 GMT
#618
No problem whatsoever... it's not gonna be liked by everyone though...
i just wanted to tell you that you have a post counter timer for the change...
If it's your fav nick it's all good...

Have a good tl

i haven't gotten into triggers so much...too busy having a life...
From the looks of it, many a mapmaker rely purely on triggers for everything, so i bet it's not problematic (might not be "publishable" online but i doubt it though (!.?).

gotto /tutorials/ if you need a specific quick answer...


---hopping hoping someone else answers here---

hobbidude
Profile Joined December 2010
Canada171 Posts
March 03 2011 17:01 GMT
#619
Question?: When posting a map, authors often include "detailed" pics of cool random shots of their map in the post. The best pics are often the ones using the in game graphics.

How are these captured i.e- Is there a camera in the editor you can set to get the actual in game graphic and then do a print screen save or are these acutally captured in game and then cropped.

iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 03 2011 17:11 GMT
#620
I use print screen & save. There are programs that will let you capture in game action as well. I'm not sure if printscreening in Windowed Fullscreen mode (check the graphics options in SC2) will capture the game or not
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
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