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Simple Questions/Answers - Page 60

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 58 59 60 61 62 182 Next
KingMoney
Profile Joined September 2011
2 Posts
September 06 2011 03:05 GMT
#1181
Does anyone know where I could download the map file for iCCup Pawn? Perhaps in some sort of map pack?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
September 06 2011 04:02 GMT
#1182
I'm 99% sure you won't find it anywhere for download. Not sure why you would even want it.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Gintox
Profile Joined August 2009
United Kingdom33 Posts
September 07 2011 08:03 GMT
#1183
Hi. I downloaded yabot and went to their website. I want to learn the 3-Gate Sentry Expand as found on liquipedia (http://wiki.teamliquid.net/starcraft2/3-Gate_Sentry_Expand)

The liquipedia build says you sohuld get your 3 gateway at 28 supply, but the build order from yabot's website (http://www.sc2builds.com/build/1077) says you should get it at 38 supply.

Which one of the two is correct?
...yes i admit it...i code while i poop...
Unspecified
Profile Joined June 2011
16 Posts
September 07 2011 15:13 GMT
#1184
Does anyone know how to attach a unit to another one? Im trying to recreate the stalker game from Raynor party, and i've got the ultralisk and stalkers spawning fine, but i can't figure out how to get the pineapple to get attached to the stalkers or how the stalkers would throw it.

Any ideas appreciated!
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 07 2011 18:14 GMT
#1185
Unspecified - There are two ways to do this: through the data editor and through triggers.

Although I haven't figured out how to do it via data editor yet. There are triggers "Attach actor to unit" and "attach model to unit" you could use either of these and for unit use "last created unit" to select whichever unit you last created (stalker/ultra).

If you want the pinaple to be rotated then you will need to use "Attach actor to unit" and rotate the pinaple using the actor.
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 07 2011 18:19 GMT
#1186
How can I set the pitch of a camera for a player via triggers?

There are several other properties which can be changed such as roll, field of view, clipping, height etc. I know that there is an option to get the current pitch as a real data type but I can't find how to assign the pitch to a value.

Thanks.
Unspecified
Profile Joined June 2011
16 Posts
Last Edited: 2011-09-07 19:28:08
September 07 2011 19:20 GMT
#1187
On September 08 2011 03:14 turtles wrote:
Unspecified - There are two ways to do this: through the data editor and through triggers.

Although I haven't figured out how to do it via data editor yet. There are triggers "Attach actor to unit" and "attach model to unit" you could use either of these and for unit use "last created unit" to select whichever unit you last created (stalker/ultra).

If you want the pinaple to be rotated then you will need to use "Attach actor to unit" and rotate the pinaple using the actor.

Thanks, that worked perfectly with getting it on the stalker. But im having some trouble with throwing the pineapple to another stalker now. Any ideas?


Thanks for the help so far


edit: I can get it to appear on another stalker, but it wont 'throw', there's no animation.
julianto
Profile Joined December 2010
2292 Posts
September 07 2011 20:15 GMT
#1188
I and several other people were spamming lines in the lobby chat of Phantom Mode and someone reported us for spamming. He pm'd us and actually told us he reported us.
Is spamming in the lobby considered an offense to Blizzard (does it steer towards a ban)?

I thought "spamming" was reported when you spam a chat channel or spam a player, not in a lobby, where practically nobody cares except for this one weird individual.
¯\_(ツ)_/¯
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
Last Edited: 2011-09-07 21:29:10
September 07 2011 21:28 GMT
#1189
For some reason, when I place fog effect doodads in pits in my map, it doesn't work. It just gives me this little fog effect symbol on the ground. At first I thought that this was how it was. But when I played the map it just didn't even render it. Just blank ground, like I hadn't placed any fog.

Help please?

Oh, I play on low graphics as that is all my computer can handle. If it just doesn't render it when the map editor is working under low graphics then fine.
kanadiasteve
Profile Joined March 2011
United States313 Posts
September 07 2011 21:40 GMT
#1190
Has anybody thought about adding an in-game production queue (like the replay production tab)? Would it be a useful tool to any other newbies like me? Or would it become a pain for the better players to have available somehow?

At a low league, it'd be cool to be able to visually keep track of building and upgrade percentages simultaneously while not having to jump back to your base and manually check.
"I wonder what this game would be like if Protoss units cost money" - IdrA
turtles
Profile Blog Joined August 2011
Australia360 Posts
Last Edited: 2011-09-08 02:18:01
September 08 2011 02:11 GMT
#1191
Unspecified -

projectiles in SC2 have their own actors. For what it sounds like you are trying to do you want a pinaple to follow a nice gracefull parabola through the air, correct?

short story:
+ Show Spoiler +
go into data editor and in the "actors" tab look up "infested swarm missile" change the "art - model" field to "ShapePinaple". create an infestor on your map and test it out in game. It looks hilarious, we should petition Blizzard to make this change on the ladder :D.


long story (because answers without explanations are just magic and do not really help you)
+ Show Spoiler +
I've never made a custom made projectile before but I looked at the infestors ability "infested terran" to see if it would be easy to modify that. Look at the ability "infested terran" and you can see a list off effects that it has. One such effect being "infested swarm (launch missile)" which has a field "unit - ammo unit" with value "infested swarm". Look up "infested swarm" in the actors tab and there is an "infested swarm missile".


from there you should be able to make your own "throw pinaple" ability.
Don't know how you would find out which unit got a pinaple thrown at them to attach a pinaple to that unit. maybe look at something like concussive shells to see how the slow unit ability works or maybe there is some trigger fancy work you could do. gl

EDIT: I recomend going through some tutorials about creating custom abilities
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 08 2011 02:16 GMT
#1192
Kinetik_Inferno -

I think lower graphics settings disables fog in both the editor and the game.

just to be sure make sure that "view>show fog effects" is turned on, make sure the height of the fog is above ground or restart the editor (this has solved the same problem for me)

But I think to see the fog you need to use higher settings
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
September 08 2011 04:17 GMT
#1193
On September 08 2011 11:16 turtles wrote:
Kinetik_Inferno -

I think lower graphics settings disables fog in both the editor and the game.

just to be sure make sure that "view>show fog effects" is turned on, make sure the height of the fog is above ground or restart the editor (this has solved the same problem for me)

But I think to see the fog you need to use higher settings

Thank you, but I when I hit 'test document' and loaded the map, I couldn't see the fog. Yet in maps such as Xel'Naga Caverns, I can see the fog just fine when playing on the ladder. So I don't think low graphics settings is disabling the fog both in the game and the editor.
turtles
Profile Blog Joined August 2011
Australia360 Posts
September 08 2011 06:59 GMT
#1194
Kinetik_Inferno -

On September 08 2011 06:28 Kinetik_Inferno wrote:
For some reason, when I place fog effect doodads in pits in my map, it doesn't work...


The fog in Xel-naga caverns is not a normal fog doodad. If you select the fog from the doodads and place it on the map it creates a small fog in a certain area. The fog on Xel-naga (as well as most other maps) is a map wide setting.

try this:
+ Show Spoiler +
create a new map (file>new map) with small dimensions.
make sure starting hight is 8.
set the texture set to agria.
create some low ground cliffs (as low as it goes)
open the data editor (F7)
under data type chose "Terrain texture sets"
chose agria and set the fog starting height to 7 (or 5 or 9 etc)


you should see some xel-naga like fog (may require you to save and re open the editor)
Unspecified
Profile Joined June 2011
16 Posts
September 08 2011 10:07 GMT
#1195
On September 08 2011 11:11 turtles wrote:
Unspecified -

projectiles in SC2 have their own actors. For what it sounds like you are trying to do you want a pinaple to follow a nice gracefull parabola through the air, correct?

short story:
+ Show Spoiler +
go into data editor and in the "actors" tab look up "infested swarm missile" change the "art - model" field to "ShapePinaple". create an infestor on your map and test it out in game. It looks hilarious, we should petition Blizzard to make this change on the ladder :D.


long story (because answers without explanations are just magic and do not really help you)
+ Show Spoiler +
I've never made a custom made projectile before but I looked at the infestors ability "infested terran" to see if it would be easy to modify that. Look at the ability "infested terran" and you can see a list off effects that it has. One such effect being "infested swarm (launch missile)" which has a field "unit - ammo unit" with value "infested swarm". Look up "infested swarm" in the actors tab and there is an "infested swarm missile".


from there you should be able to make your own "throw pinaple" ability.
Don't know how you would find out which unit got a pinaple thrown at them to attach a pinaple to that unit. maybe look at something like concussive shells to see how the slow unit ability works or maybe there is some trigger fancy work you could do. gl

EDIT: I recomend going through some tutorials about creating custom abilities

Thanksssssss, i'll have a play around with it and post back if i have any other issues i'm already fairly confident in making custom abilities so this should be fine. I'd already made the throw pineapple ability (except it was a seeker missile woops )
Unspecified
Profile Joined June 2011
16 Posts
Last Edited: 2011-09-08 13:16:36
September 08 2011 12:23 GMT
#1196
Just another quick question, how do i make it so an ability can only be used if there's a unit targeted. I can get it so that it wont work on certain units, but it still works if i click anywhere on the ground.

Solved it myself a couple hours later aha. Ignore this.
Seiche
Profile Blog Joined June 2009
United States23 Posts
September 11 2011 03:54 GMT
#1197
I created a map, but when I go to play it the tech trees got messed up such as zerg can make scourge and protoss has no energy on the nexus. How do I fix this?
My Life for Aiur!
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
September 11 2011 04:11 GMT
#1198
On September 11 2011 12:54 SeicheNgSAFire wrote:
I created a map, but when I go to play it the tech trees got messed up such as zerg can make scourge and protoss has no energy on the nexus. How do I fix this?

You've probably got the wrong dependencies loaded/set. SC2 multiplayer is the only one you want for a melee map.
For he is the Oystermeister, lord of all the oysters.
eksert
Profile Joined August 2010
France656 Posts
September 11 2011 04:12 GMT
#1199
some pros like stephano, when building something from eggs, they select all the eggs that are turned from larva and add them shift+1 to add to group 1.

How do we select all eggs and not larvas? If we use only "shift+#" it adds all larvas to control group, which is bad, because u can select to make drones to be produced, then you will automatically add those drones to # control group..
Seiche
Profile Blog Joined June 2009
United States23 Posts
September 11 2011 04:22 GMT
#1200
On September 11 2011 13:11 Varpulis wrote:
Show nested quote +
On September 11 2011 12:54 SeicheNgSAFire wrote:
I created a map, but when I go to play it the tech trees got messed up such as zerg can make scourge and protoss has no energy on the nexus. How do I fix this?

You've probably got the wrong dependencies loaded/set. SC2 multiplayer is the only one you want for a melee map.

Thank you. Sorry for not being clear. It is a custom map so I used a few units from the campaign, but I still would like the tech tree of the user to be identical to that of regular melee.
My Life for Aiur!
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