Simple Questions/Answers - Page 61
Forum Index > SC2 Maps & Custom Games |
FlopTurnReaver
Switzerland1980 Posts
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Turbogangsta
Australia319 Posts
also will changing a geyser change the map to a "custom" map instead of a melee map? | ||
turbowarrior
Canada5 Posts
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LunaSaint
United Kingdom620 Posts
![]() Oh god, I've played with the lighting sliders and now the interface is unnaturally dark. | ||
hobbidude
Canada171 Posts
- turtles Does it have to be solely in triggers? It’s much easier to create a camera (it has an easy pitch adjustment) and then just assign the camera model for whenever you want in triggers instead. Creating a camera is also a whole lot easier too in that you can find the exact view you want in a map and but double clicking on the camera you can open to see the exact measurements. Even ifs its just one shot in a cinematic you can transition from one camera view to the set camera and then on to the next. - julianto Not to get onto the ban spam wagon ![]() http://us.blizzard.com/support/article.xml?locale=en_US&articleId=33752&parentCategoryId&pageNumber=1&categoryId=4636 - Kinetik_Inferno There’s two things – Yes fog doodads only show in high, ultra, or higher graphic. You can however change the graphic settings up for the editor alone since there are no worries about lag when developing. The other thing is that even in top level graphic, fog does not show in editor as long as your in the “editor camera”; the game view camera for the editor can be turned on (hotkey “v”)- this is also how amazing in-game visuals are captured for map posts. Also as mentioned before there is also fog that is not a doodad that can be added to maps best example being metalopolis where is there is actually no fog doodads at as – its an environment effect. - eksert There’s a couples ways of doing it; one is double clicking on the eggs on screen to select and then adding them to your control group with shift+number. I believe control and clicking has the affect effect as double clicking. I’ve not tested it but i think you can also do with completely without the mouse by right after making the units, press tab to select eggs and not larve and then adding to your control group (warpgate/gateways are the same way in that warpgate always receive priority and gateways have to be tabbed to be accessed) - Turbogangsta This is all done in the data editor (oh no QQ). Open up the editor and in data type (top-left) choose units, find the unit such a vespene geyser or rich vespene geyser. Under behaviours (down left) for the unit , click on gas to bring up the info (right side). There you can change the “stats- harvest amount” for whatever you want ( 4 is normal , 6 for rich). Just be sure if you want both regular and rich geysers in your map as well to then copy the unit to make your own (all done in the data editor) and make as many variations of geysers as you like. | ||
turtles
Australia360 Posts
Oh god, I've played with the lighting sliders and now the interface is unnaturally dark. I assume that this is not what you want? an easy fix would be to create a new map with the same texture set and look at the values there, write them down and then copy into your current map | ||
Namrufus
United States396 Posts
On September 13 2011 15:26 LunaSaint wrote: Oh god, I've played with the lighting sliders and now the interface is unnaturally dark. You also might be able to reset the lighting by going to your current texture set in the data editor and setting the "lighting" field to another value. | ||
Turbogangsta
Australia319 Posts
On September 14 2011 16:39 hobbidude wrote: + Show Spoiler + - Turbogangsta This is all done in the data editor (oh no QQ). Open up the editor and in data type (top-left) choose units, find the unit such a vespene geyser or rich vespene geyser. Under behaviours (down left) for the unit , click on gas to bring up the info (right side). There you can change the “stats- harvest amount” for whatever you want ( 4 is normal , 6 for rich). Just be sure if you want both regular and rich geysers in your map as well to then copy the unit to make your own (all done in the data editor) and make as many variations of geysers as you like. thank you so much. very clear on consise. your a community hero | ||
Roberi
Sweden347 Posts
Did some googling, but found only one Hero Line War map from May 2010. Is there any other, more up to date version? Thanks for any replies! | ||
Aeternus
United States29 Posts
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Otolia
France5805 Posts
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Lythox
Netherlands161 Posts
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fenX
France127 Posts
On September 17 2011 07:05 Lythox wrote: Usually when I make a map I surround it with water. However this time I decided not to. Now it's like the lowest possible ground around my map, but I can't place any trees / spires etc on it, and I see this a lot on other maps. (think of metalopolis with a ton of buildings very low where you can never reach with units.) Can anyone tell me how I can decorate on those places as well? Hold shift key while placing doodads. | ||
LuxVenture
United States72 Posts
I never learned to type at a fast rate when I was young (did not base my hand position off of the positional home rows everyone learns for QWERTY keyboards). When I play SC2, sometimes in the heat of the moment I have to take my eyes off the screen to make sure my hand is not drifting--nothing more frustrating that to mis-micro my units then look down to realize I was furiously tapping the wrong control group. :D I have explored typing programs on the web, but they're all geared toward using both hands at the same time, and I'm more concerned with training my left hand to interface properly than learn how to synchronize both hands. Anyone know of a program? Or any bamf's capable of making a basic program? Thanks! | ||
Reviction
11 Posts
1.) Have a selection at the map screen for spawning positions (e.g. Cross, close by air, etc) 2.) Add in game function where with a simple chat command (e.g. "GG" typed by both players does a full insta reset of the map) Sadly though, I don't know very much about the editor and don;t want to spend hours pouring voer the documentation in order to add just these two basic things. Could someone direct me to exactly what I would need to learn (or where the documentation is) to add these specific functions? | ||
howLiN
Portugal1676 Posts
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turtles
Australia360 Posts
On September 20 2011 05:56 Reviction wrote: I am looking to create a slightly modified version of existing tournament maps to streamline the practice process. Specifically I want to 1.) Have a selection at the map screen for spawning positions (e.g. Cross, close by air, etc) 2.) Add in game function where with a simple chat command (e.g. "GG" typed by both players does a full insta reset of the map) I'm currently exploring the capabilities of the trigger editor for my own UMS project and am in the exploring stage. I was going to give you a few hints as to what you should look into... and then I had to make sure that some of it would actually work... and then I somehow ended up deep in code. oops lol. either way I ended up making something which seems to be the kind of thing you were thinking. * at the start players can choose their race and spawn location * each player types "gl hf" to get the game started * each player types "gg" to restart the game * there is a referee (a lyote) which keeps track of the score over multpile games. (last player who types "gg" is considered the winner) There are several shortcomings that are yet to be adressed * there are several possibilities for race conditions (the galaxy editor has good capabilities for enforcing mutual exclusion in critical sections, so it wouldn't be hard to fix) * it is currently set up for 2 players on a 4 spawn location map (but I wrote all the code with multiple players and spawn locations in mind so it should only require small configuration changes to fix that) * it is on metalopolis which is no longer a tournament map (I already had this map on my computer and couldn't be bothered downloading other ones. However the code should be able to be copy pasted to other maps) * it does not restore destructible rocks when resetting the map (wrote it on metal which has no rocks) * many many other shortcomings / areas of improvement. Do you think this would be a useful practice tool? (after a few issues fixed up of course) If so I might iron out some of the kinks and do a more polished version. (feel free to use the stuff I made, as long as credit is given) EDIT: forgot to include a link to the map link to the map file once the map is downloaded drag-and-drop onto the starcraft 2 icon and it should load up (or choose open with) | ||
Vulture174
United States74 Posts
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Reviction
11 Posts
On September 21 2011 21:54 turtles wrote: I'm currently exploring the capabilities of the trigger editor for my own UMS project and am in the exploring stage. I was going to give you a few hints as to what you should look into... and then I had to make sure that some of it would actually work... and then I somehow ended up deep in code. oops lol. either way I ended up making something which seems to be the kind of thing you were thinking. * at the start players can choose their race and spawn location * each player types "gl hf" to get the game started * each player types "gg" to restart the game * there is a referee (a lyote) which keeps track of the score over multpile games. (last player who types "gg" is considered the winner) There are several shortcomings that are yet to be adressed * there are several possibilities for race conditions (the galaxy editor has good capabilities for enforcing mutual exclusion in critical sections, so it wouldn't be hard to fix) * it is currently set up for 2 players on a 4 spawn location map (but I wrote all the code with multiple players and spawn locations in mind so it should only require small configuration changes to fix that) * it is on metalopolis which is no longer a tournament map (I already had this map on my computer and couldn't be bothered downloading other ones. However the code should be able to be copy pasted to other maps) * it does not restore destructible rocks when resetting the map (wrote it on metal which has no rocks) * many many other shortcomings / areas of improvement. Do you think this would be a useful practice tool? (after a few issues fixed up of course) If so I might iron out some of the kinks and do a more polished version. (feel free to use the stuff I made, as long as credit is given) EDIT: forgot to include a link to the map link to the map file once the map is downloaded drag-and-drop onto the starcraft 2 icon and it should load up (or choose open with) Wow, I downloaded this and its fantastic. Its pretty much what I was thinking, but with a better overall template. This is frankly exactly what I need to help me practice. I'm really impressed with it. By all means please continue working on this, I'll help with whatever I can but my pgrogramming skill is basically nil. Overall the template is good and with the addition of resetting destructible rocks would be ready to put a test version or two out there for comments. If you want to communicate with me more privately just send me a PM :D I'm really looking forewards to do doing this. | ||
turtles
Australia360 Posts
If you wanted to pay me back I could get you to play test it (once it's in a more working state). After that I'll have IRL things to deal with. After that I could probably clean up this and fix some of the issues. It would be pretty cool if it became a common place tool. Just think of all the groupies :D | ||
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