Simple Questions/Answers - Page 88
Forum Index > SC2 Maps & Custom Games |
GDR
Canada407 Posts
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GhostEater
4 Posts
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Adonminus
Israel543 Posts
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Zebo91
5 Posts
Zebo. 437 | ||
ChaosRefined
United States52 Posts
EDIT: nevermind, I figured it out. you can just copy and paste it >.< EDIT 2: oh, and you have to copy+paste any custom textures too.. figured that out the hard way | ||
TheFish7
United States2824 Posts
On June 25 2012 12:33 GDR wrote: Q: Is it possible to remove the fog/fade on the Korhal Skyscraper Cliffs? unless the Korhal ones have their own extra fog (I don't think they do) you can change the fog settings in the data editor.\ Map > Map Textures > Modify > Korhal (Urban) > Fog Enabled and uncheck the box On June 25 2012 08:52 Kabel wrote: Q: How can I make so exactly 2 workers work perfectly at 1 mineral patch? When the first one is finsihed, the second worker starts mining etc. If a third worker is added, it does nothing to increase the income. Only and exactly 2 workers are perfect. So if a base has 8 mineral patches, exactly 16 workers is perfect to be fully saturated. What values can I change to accomplish this? There isn't really a simple answer to this but I believe you would need to change Behaviors in the Data editor, possibly some abilities as well | ||
TheFish7
United States2824 Posts
On June 26 2012 03:06 Adonminus wrote: Q: Is it possible to make doodads die to creep via the data editor (like trees get creeped for example)? If yes then how? Hmm, I think you would need to create an Actor for the doodad you want to make die or whatever. Then you'd need to make an Actor Event for when it gets touched by creep. Use Msg Type: Signal and for actions do a model swap, you'll need to pick a model to use or create a new one. Its something along those lines... | ||
SiskosGoatee
Albania1482 Posts
A: Since the watchtower simply shares its vision with whatever unit that controls it, is there a way to give a unit a nonstandard vision pattern in the data editor, as in, make a region part of the vision of a unit? B: With triggers, however, the watchtower.ability.capture ability is known to be bugged and in fact not fire an event when a watchtower is captured from what I read on the internet, is there another way to do this? | ||
OxyGenesis
United Kingdom281 Posts
Sorry if this has been asked before. | ||
0neder
United States3733 Posts
On June 16 2012 05:08 Aunvilgod wrote: In the lighting-editor under the tab "key". There´s a polar coordinate system. Move the green dot around. Hmm its no coordinate system. But its a big circle. You´ll see it. But my understanding is that you have to do something else for it to be a playable melee map on battle.net. Any advice? | ||
Aunvilgod
2653 Posts
On June 29 2012 01:43 OxyGenesis wrote: Q. How do I offset a texture i.e move the texture 2 hexes to the right? Sorry if this has been asked before. I guess you´ll have to make a custom texture which is a copy of your existing texture and moved a bit. | ||
OxyGenesis
United Kingdom281 Posts
Q. Is there any way to 'cut off' doodads? I want a decal to end at a certain point but can't squish it. I can't overlay another doodad on top as I need the texture underneath to show. | ||
Aunvilgod
2653 Posts
On June 30 2012 01:19 OxyGenesis wrote: Ah that's a shame, thanks Aunvilgod. Q. Is there any way to 'cut off' doodads? I want a decal to end at a certain point but can't squish it. I can't overlay another doodad on top as I need the texture underneath to show. could you make a screenshot? | ||
H2OSno
United States127 Posts
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eTcetRa
Australia822 Posts
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blubbdavid
Switzerland2412 Posts
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moskonia
Israel1448 Posts
On June 30 2012 11:05 H2OSno wrote: Can somebody PM me the names of some good "Deception" maps? I'm looking for something similar to Parasite. I already know about Phantom but I'm looking for something closer to a horror/deception RPG where somebody is attempting to kill all the other players. There is the mafia game, but its more of a social game then a RPG, I remember in W3 there was a werewolf game, but I don't know if there is one in SC2 as well. | ||
moskonia
Israel1448 Posts
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HornyHydra
Taiwan222 Posts
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Namrufus
United States396 Posts
On July 02 2012 09:02 moskonia wrote: I got problems with the analyzer, when I put maps there, it doesn't include them in the analyzer, compared to the maps already there (blistering sands, SoW and scrap station). It might be cause they are listed as shortcuts, unlike the maps already there,but I donnu how to fix it :S if anyone has any idea it would be really nice ![]() In order to change the target for the Analyzer, you must edit a file called to-analyze.txt in the analyzer folder. You have to copy the entire path to the map file to that file (where indicated) in order for it to work correctly. my to-analyze.txt looks like this: + Show Spoiler +
where C:\Users\jacob\Desktop\Maps\ is my map folder and Epimetheus.SC2Map is the map I want to analyze, I change this value every time I want to change what map. you could also probably also create a new "analyze maps" directory, and set the analyzer to analyze all maps there, and just copy maps there that you would like to analyze. @blubbdavid: this is an excellent guide to sizes in sc2 maps: http://www.teamliquid.net/forum/viewmessage.php?topic_id=191556 | ||
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