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Simple Questions/Answers - Page 42

Forum Index > SC2 Maps & Custom Games
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Prev 1 40 41 42 43 44 182 Next
Rabiator
Profile Joined March 2010
Germany3948 Posts
April 27 2011 15:03 GMT
#821
Is it possible to declare part of a map as a "no-fly zone"?

If that is possible it might be neat to have a map where the starting bases are surrounding a big mountain which has 2+ tunnels crossing it diagonally and which cant be entered by flying units.
If you cant say what you're meaning, you can never mean what you're saying.
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-04-27 17:23:50
April 27 2011 17:20 GMT
#822
yes.. there "doodads" that prevent movement of air units in their near vincity.

No tunnels without triggers, well.. you an have teleporters only
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
April 28 2011 04:34 GMT
#823
I just realised you can edit the height at which LOS blockers occlude vision, no need for Xel'Naga Towers.


Question is, where is this value and is it relative to the footpring or absolute?
Vernam7
Profile Joined May 2010
Afghanistan6 Posts
April 28 2011 07:46 GMT
#824
all questions are for single player offline maps

1)is it possible to load (open) a bank with a filename from a variable? i tried it and it fails if its not a "string" litteral.

2)how can i force reopening of a bank file? if i open a bank its in the cache, if i remove it from the cashe then try the same opan bank function to reload the bank it fails to open it!!! why?

regards
This Business Is Binary. You are a 1 or a 0. Alive or Dead.-
adso
Profile Joined March 2011
718 Posts
April 28 2011 09:11 GMT
#825
On April 28 2011 13:34 LunaSaint wrote:
Show nested quote +
I just realised you can edit the height at which LOS blockers occlude vision, no need for Xel'Naga Towers.

Question is, where is this value and is it relative to the footpring or absolute?

In the data editor, the xel watch tower ..?
It's a whole, the footprints are tricky, at last count seemed bug free (sort of)

On April 28 2011 16:46 Vernam7 wrote:
all questions are for single player offline maps
1)is it possible to load (open) a bank with a filename from a variable? i tried it and it fails if its not a "string" litteral.
2)how can i force reopening of a bank file? if i open a bank its in the cache, if i remove it from the cashe then try the same opan bank function to reload the bank it fails to open it!!! why?
regards

I would say through triggers.. but i haven't knocked off any banks yet
(should i link to sc2mapster relevant threads ?
The cache is problematic, "cache cache" (hide and seek, now you see it now you don't)... although i feel that in single offline it's should be do able.. again, above this drone's official paygrade :p
Pyth121
Profile Joined February 2011
United States34 Posts
April 28 2011 17:03 GMT
#826
Do all units have the same sight radius? All buildings? I know Burrowed units have shorter sight range (and floating buildings?) but is there anything else with a non-standard sight range?
adso
Profile Joined March 2011
718 Posts
April 28 2011 18:42 GMT
#827
Yes, sight radius is a field awaiting to be plowed
so is "acquisition range"...
(+ Show Spoiler +
well that was maybe too obtuse:
there is indeed a line of data, so that any unit can have it's own...
the acquisition is the sight radius that makes the unit attack enemy units automatically)
)
kenxftw
Profile Joined December 2010
10 Posts
April 28 2011 22:05 GMT
#828
How do I make it so that when any unit enters a region part of a region array, they die.
adso
Profile Joined March 2011
718 Posts
April 28 2011 22:39 GMT
#829
Learn triggers.. it's not that awful.. just get ready to code

trigger: if/when "All" "Any Unit" from player "1/2/3/..." enter "region " kill all any unit in region

kenxftw
Profile Joined December 2010
10 Posts
April 28 2011 23:20 GMT
#830
On April 29 2011 07:39 adso wrote:
Learn triggers.. it's not that awful.. just get ready to code

trigger: if/when "All" "Any Unit" from player "1/2/3/..." enter "region " kill all any unit in region



That's if they enter a region. The region needs to be in a region array.
adso
Profile Joined March 2011
718 Posts
April 28 2011 23:56 GMT
#831
On April 29 2011 07:05 kenxftw wrote:
How do I make it so that when any unit enters a region part of a region array, they die.

On April 29 2011 08:20 kenxftw wrote:
Show nested quote +
On April 29 2011 07:39 adso wrote:
Learn triggers.. it's not that awful.. just get ready to code
trigger: if/when "All" "Any Unit" from player "1/2/3/..." enter "region " kill all any unit in region

That's if they enter a region. The region needs to be in a region array.


Now you want to know how to handle arrays?

i think arrays are not .. well .. good..
..still, i'm not the sharpest drone of the pack..
i had read that you had to individualize all active regions... that arrays of regions were not the way to go...
kenxftw
Profile Joined December 2010
10 Posts
April 28 2011 23:58 GMT
#832
On April 29 2011 08:56 adso wrote:
Show nested quote +
On April 29 2011 07:05 kenxftw wrote:
How do I make it so that when any unit enters a region part of a region array, they die.

Show nested quote +
On April 29 2011 08:20 kenxftw wrote:
On April 29 2011 07:39 adso wrote:
Learn triggers.. it's not that awful.. just get ready to code
trigger: if/when "All" "Any Unit" from player "1/2/3/..." enter "region " kill all any unit in region

That's if they enter a region. The region needs to be in a region array.


Now you want to know how to handle arrays?

i think arrays are not .. well .. good..
..still, i'm not the sharpest drone of the pack..
i had read that you had to individualize all active regions... that arrays of regions were not the way to go...

My original question has never changed.

On April 29 2011 07:05 kenxftw wrote:
How do I make it so that when any unit enters a region part of a region array, they die.


Anyways, does anyone else know?
adso
Profile Joined March 2011
718 Posts
April 29 2011 12:01 GMT
#833
so many answers..
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 29 2011 19:54 GMT
#834
Call me a mapmaking noob (no please don't ) but how do I make an area unit pathable but not buildable?
Moderatorshe/her
TL+ Member
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 29 2011 20:20 GMT
#835
On April 30 2011 04:54 TheAwesomeTemplar wrote:
Call me a mapmaking noob (no please don't ) but how do I make an area unit pathable but not buildable?


Don't be bashful, that's what this thread is for!

Press 'h' to switch to the "paint pathing" layer (like pressing 'u' to switch to unit layer).

In the panel you want "paint pathing" (first row), "add pathing" (second row) and "no building" in the third row which is no-building-but-unit-pathable. When you paint this area its yellow/orange.

[image loading]
sebmathguy
Profile Joined November 2010
United States26 Posts
April 29 2011 21:50 GMT
#836
In the editor, when I try to make a cliff, it still kinda shows the texture through it.+ Show Spoiler +
[image loading]

Any fixes?
adso
Profile Joined March 2011
718 Posts
April 29 2011 22:17 GMT
#837
Is that not just a "natural" (as opposed to "man made" who display "walls" on the cliffs) cliff..?

You just have to switch in the terrain menu...
Otherwise sorry, please rephrase or elaborate...
sebmathguy
Profile Joined November 2010
United States26 Posts
April 30 2011 01:55 GMT
#838
On April 30 2011 07:17 adso wrote:
Is that not just a "natural" (as opposed to "man made" who display "walls" on the cliffs) cliff..?

You just have to switch in the terrain menu...
Otherwise sorry, please rephrase or elaborate...

In game, the face of the cliff is entirely rock. In the editor, the surface intersects the cliff to look like a sheet stretched over the cliff.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 30 2011 01:58 GMT
#839
On April 30 2011 06:50 sebmathguy wrote:
In the editor, when I try to make a cliff, it still kinda shows the texture through it.+ Show Spoiler +
[image loading]

Any fixes?

ctrl+t if I remember correctly.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-04-30 19:24:49
April 30 2011 19:15 GMT
#840
Ive hit a button again that i dont know, now ive got a white shade over my editor view. What is it and how do i get rid of it?

edit: found it, im a moron and i deserve to be slapped. wow that was stupid
KCCO!
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