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add player starting points set players to users in map-player properties melee modes should be added by defualt but if they arent you can add them through map-game variants
when you test a map it wont load as ai and you will get score screen, just click cancel to fly around the map and move your probes and stuff
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Did the entire TL.net just change forum width from 590 pixels to 730 pixels ?!? ??
Edit: If so, then everybody will need to change images, map thread headers etc...
//Edit: It is so !
+ Show Spoiler + Site Width and Advertisements
Alongside adding customization options to the sidebars, we have also been working hard on finding new ways to create revenue. One of the main revenue sources for TL is the 468x60 top banner. However, this old size banner is 10 years old and is not relevant for most modern ad agencies. We have replaced it with a standard leaderboard sized banner, the same size that accounts for the majority of ad income for sites everywhere. This should allow us to generate considerably more ad revenue.
To accommodate this change, we have decided to move to a wider TL body that will allow us to have the leaderboard size ad on top. You may have seen leaderboard size ads already in our stream section and on the Liquipedia pages; now they will now appear throughout the site.
Additionally, we have also introduced new advertisements. At the top-right there will be a square ad only visible to visitors that arrive at TeamLiquid directly from a Google search. The top-right ad is partially a test to see how much search engine traffic might contribute to our income, and we'll decide on further options once we have more information. At the bottom right there is a skyscraper ad visible to everyone.
We recognize that these changes mean more ads. However, we believe it is necessary to optimize our revenue from ads while still maintaining a respectable and non-intrusive design. With the leaderboard on top and the skyscraper to the bottom-right for our regular visitors we believe that we can increase our income while maintaining a respectable site layout.
We believe these changes allow TL to pursue its goals and grow as an organization, and we hope you understand why they are necessary.
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Just use center tag
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Ok I just started using the editor again after 1.4 and what did Blizzard do?!
Is there a way to change the data editor back to the way it was pre 1.4 via setting?
Before 1.4 there was a drop down menu that listed all the data in data editor (abilities, actors, units, etc).
Now they categorized it? I have to click the Data (Tab) > then either "Edit Game Data" (for units and abilities) or "Edit Actor Data", or "Edit Art and Sound Data".
This may not be a big deal to some but this is going to increase the amount of time it takes to do things by +2-3 seconds >.> (the amount of time adds up, really!). No really it already took a lot of time going back and forth through everything, going to add up to several minutes. (Really I'm just frustrated by Blizzard like always)
Anyone know if there is a way to change this or no?
Also I can't take advantage of buttons because my resolution is low (I prefer keeping it low because I have not so great vision >.<) so is there any way to change it to the old way where everything was all in one drop down menu or no?
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I want to block a hatchery with an scv. From his overlord, I know where he is starting, so i send an scv with attack command to his natural. but when it gets there, it turns to a stop command and does not attack the drone... is there a way to change that? it only attacks the drone when it gets in vision range before the scv gets to the point where i clicked with the attack command.
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i play protoss and i having troule against these zerg, who wall off behind alot of spines, and go fast into muta. and after that they get this huge cloud of muta's.
i respond by building a few cannons and leaving 1-2 archons at each of my bases. but the problem i face is that, by the time i push out, he's got roachs and has alrdy expanded off the muta's and i have trouble overcoming his eco. lead. now i always scout this fast tech to muta, so how do i push it ?
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I'm getting this weird terrain glitch(?) + Show Spoiler +
I thought it had something to do with 'Allow Cliff Merging" but having that on or off doesn't seem to change anything.
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On November 04 2011 06:55 Hyren wrote:I'm getting this weird terrain glitch(?) + Show Spoiler +I thought it had something to do with 'Allow Cliff Merging" but having that on or off doesn't seem to change anything.
View->Show Terrain->Show Hidden Terrain Cells to OFF
or
Ctrl-t(I think)
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On November 04 2011 07:16 Namrufus wrote:Show nested quote +On November 04 2011 06:55 Hyren wrote:I'm getting this weird terrain glitch(?) + Show Spoiler +I thought it had something to do with 'Allow Cliff Merging" but having that on or off doesn't seem to change anything. View->Show Terrain->Show Hidden Terrain Cells to OFF or Ctrl-t(I think) <3 thank you!
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your Country52797 Posts
How do I count the number of doodads in a map easily?
Yes, I actually made a map with doodads.
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On November 05 2011 08:28 TehTemplar wrote: How do I count the number of doodads in a map easily?
Yes, I actually made a map with doodads.
first select all doodads by:
in doodad mode, click-drag select your entire map or press ctrl-a in doodad mode or select a single doodad and press crtl-shift-a to select all doodads of that type (crtl-a and ctrl-shift-a also work in the other modes as well, for example slecting all objects or terrain on a map)
then
look at the bottom bar of the editor window, you should see a field that says something like "Selection: Multiple: ###", where ### is the number of doodads you have selected.
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your Country52797 Posts
On November 05 2011 08:37 Namrufus wrote:Show nested quote +On November 05 2011 08:28 TehTemplar wrote: How do I count the number of doodads in a map easily?
Yes, I actually made a map with doodads. first select all doodads by: in doodad mode, click-drag select your entire map or press ctrl-a in doodad mode or select a single doodad and press crtl-shift-a to select all doodads of that type (crtl-a and ctrl-shift-a also work in the other modes as well, for example slecting all objects or terrain on a map) then look at the bottom bar of the editor window, you should see a field that says something like "Selection: Multiple: ###", where ### is the number of doodads you have selected. Wow, thanks for the quick response!
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How do I make just the splash damage require a research - not the damage itself?
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On November 05 2011 09:57 k10forgotten wrote: How do I make just the splash damage require a research - not the damage itself?
Make a "Set" effect.
Make two damage effects: Make one primary damage (call it Damage (Primary)) for example. Make the second on splash (based on search area effect). Edit the damage to whatever you want.
Now make a search area effect. Make search area exclude target.
Make a requirement: Make a requirement that lists the upgrade. For example requirement should be something like (Under "Use") "Count Upgrade" <Upgrade Name> Complete.
Make a Validator (Based on player requirement).
Go to the second tab and check "Find". Select the requirement that you made.
Now list the Validator in the "Search Area" you made earlier.
Now the splash damage will be dealt when upgrade is researched.
Alternatively (maybe easier actually) you can make two damage effects (one with splash and one without). Again put them both in a "Set" effect. This time no "Search Area" effect is needed.
Again make a requirement under "Use" that checks if your upgrade is completed.
This time make two validators based on "Player Requirement" (one that checks to see if an upgrade is researched [Check Find], and One where the upgrade is not researched [Don't check find]).
Put validator where damage dealt with no splash has (No check) for upgrade.
Put validator where damage dealt does have splash damage have (Check) for upgrade.
What happens now is that when the upgrade is researched, the old damage should be disabled and the new one enabled.
Either of these should work .
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your Country52797 Posts
How do I easily mirror a map along the x=y line?
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On November 06 2011 03:12 TehTemplar wrote: How do I easily mirror a map along the x=y line?
It is not easy, I think (at least I haven't found a good way), but here is a little text on how I made Marshlands. It describes a bit how I work with x/y=1 symmetry.
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Anyway to stop my decals looking like the image below whenever I zoom out from a certain distance in the editor?
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dont use decals, use dekor. there is no way to fix that otherwise
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On November 06 2011 08:07 Wiss wrote:Anyway to stop my decals looking like the image below whenever I zoom out from a certain distance in the editor? ![[image loading]](http://i.imgur.com/KH0qv.jpg) This only happens with the "Space Platform Decals", try using the other decals instead - they don't have this problem.
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