Simple Questions/Answers - Page 60
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KingMoney
2 Posts
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FlopTurnReaver
Switzerland1980 Posts
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Gintox
United Kingdom33 Posts
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? | ||
Unspecified
16 Posts
Any ideas appreciated! | ||
turtles
Australia360 Posts
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
Australia360 Posts
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
16 Posts
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
2292 Posts
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. | ||
Kinetik_Inferno
United States1431 Posts
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
United States313 Posts
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. | ||
turtles
Australia360 Posts
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
Australia360 Posts
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
United States1431 Posts
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
Australia360 Posts
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
16 Posts
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 ![]() ![]() | ||
Unspecified
16 Posts
Solved it myself a couple hours later aha. Ignore this. ![]() | ||
Seiche
United States23 Posts
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Varpulis
United States2517 Posts
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. | ||
eksert
France656 Posts
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
United States23 Posts
On September 11 2011 13:11 Varpulis wrote: 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. | ||
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