Simple Questions/Answers - Page 94
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ArcheTypeAmnesia
United States2 Posts
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-NegativeZero-
United States2141 Posts
Edit: never mind, figured it out (View -> Show Helper Models) | ||
graNite
Germany4434 Posts
On August 08 2012 07:27 ArcheTypeAmnesia wrote: Are there custom maps that can train someone to have better hoykey skills and micro skills? darglein's micro trainer dont know if it is still there, because of the new arcade ![]() -- hots beta should come out "weeks after mlg"? is this still true or did they make months out of it? | ||
Visage814
United States109 Posts
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Yonnua
United Kingdom2331 Posts
EDIT: Fixed. Looks like the editor was just changing my view lighting preferences every time I opened the editor. Looks stable for now but I know how to fix it if it happens again. | ||
Orek
1665 Posts
How do you make a map where you can zoom out more far than normal melee map? For example, in "phantom mode" arcade game, I can zoom out with mouse wheel so that I can see the whole base within 1 screen while on ladder, zoom out is limited to certain degree to prevent easy play(?). I tried camera, preference etc. but I couldn't find a way despite the fact that many map makers use this feature quite often T_T Is there like maximum camera height option or something somewhere? Thank you in advance. | ||
GDR
Canada407 Posts
I think the problem is that it is just painting on a level below the map, but thats just a guess, and I wouldn't know how to fix it. | ||
TheFish7
United States2824 Posts
On August 13 2012 21:13 Orek wrote: This may be too noobie question but How do you make a map where you can zoom out more far than normal melee map? For example, in "phantom mode" arcade game, I can zoom out with mouse wheel so that I can see the whole base within 1 screen while on ladder, zoom out is limited to certain degree to prevent easy play(?). I tried camera, preference etc. but I couldn't find a way despite the fact that many map makers use this feature quite often T_T Is there like maximum camera height option or something somewhere? Thank you in advance. I think you would go to Data Editor -> Cameras tab -> Default Camera -> Then I think you'd edit UI: Zoom Levels, and edit the distance parameter (and angle of attack parameters, if you want to get fancy) with level 0 being the furthest out zoom level, and 4 being the closest. Although I haven't tested this. You might also mess with the UI: Distance Maximum parameter. Alternately, you can create a custom camera and use a trigger to assign the player's camera to that. OneTwoSC has a great tutorial on how to do a WoW style camera, but you could easily adapt this to different types of cameras. + Show Spoiler + | ||
Krinoth
Australia10 Posts
On August 04 2012 07:52 SummerZerg wrote: I would like to know if any of the current ladder maps are similar in the way you can only spawn on left or right opposite of your opponent for instance like Shakura's Plateau. Of these maps? Which are similar in this way and explain how ? Please and thank you. Cloud Kingdom - Day Break LE Ohana LE Antiga Shipyard Condemned Ridge Entombed Valley Shakura's Plateau Tal'darim Altar LE My understanding of things is: Cloud Kingdom, Daybreak and Ohana; all two player maps and ergo all spawn locations are used in all ladder games. Antiga; No spawn restrictions on the ladder map. However many tournament versions of the map have forced cross spawn, because close spawns are quite asymmetrical. Probably not particularly advantageous to a particular race/spawn location, but cross spawn seems fairer. Condemned Ridge; No spawn restrictions. I haven't seen the map used in tournaments, but if it is I wouldn't be surprised to see spawn restrictions, because mains are very close by air, and the map is slightly asymmetric Entombed Valley; No spawn restrictions on ladder. Most tournaments that I know of use a version of the map that restricts close spawn by land (horizontal spawn locations) Shakura's Plateau has the spawn restrictions that you noted earlier. Tal'darim Altar; no spawn restrictions, but I find that many people down vote it these days so I don't play on it very often at all. | ||
Semmo
Korea (South)627 Posts
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Yonnua
United Kingdom2331 Posts
On August 15 2012 21:45 Semmo wrote: Hey guys. For an island map I'm making, I want to make a custom zerg egg unit, so that it has infinte health, so I can make worker-only islands. Anyone know how to do it? Go to the data editor for the egg you want to edit. Under the combat tab, select "Life gained from damage taken" and set all values to 300. Go to the life of the egg (both starting and total) and set them to 301. That way the egg is restored to full life immediately before the attack and there's no attack (spell or otherwise) that can kill it in 1 hit (BC has the most at 300 damage). This should work perfectly. | ||
Semmo
Korea (South)627 Posts
On August 15 2012 22:13 Yonnua wrote: Go to the data editor for the egg you want to edit. Under the combat tab, select "Life gained from damage taken" and set all values to 300. Go to the life of the egg (both starting and total) and set them to 301. That way the egg is restored to full life immediately before the attack and there's no attack (spell or otherwise) that can kill it in 1 hit (BC has the most at 300 damage). This should work perfectly. Is there a way to make it so that there is no health displayed so it just wont have any hp | ||
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The_Templar
your Country52797 Posts
On August 15 2012 22:13 Yonnua wrote: Go to the data editor for the egg you want to edit. Under the combat tab, select "Life gained from damage taken" and set all values to 300. Go to the life of the egg (both starting and total) and set them to 301. That way the egg is restored to full life immediately before the attack and there's no attack (spell or otherwise) that can kill it in 1 hit (BC has the most at 300 damage). This should work perfectly. That will not work at all, because you can shoot stuff with multiple units instintaniously (like 31 marauders at once would kill it) | ||
Yonnua
United Kingdom2331 Posts
On August 16 2012 00:21 TehTemplar wrote: How do I make it so that I can have, say, bel'shir titlesets on an auir map? Go to Map -> Map textures -> modify -> Terrain Textures: click on the textures to remove on the right, click remove and then the ones to replace them on the left, click add. Close the data editor, select a different tileset and then reselect the Aiur Tileset. Close map textures and it should work. On August 16 2012 00:21 TehTemplar wrote: That will not work at all, because you can shoot stuff with multiple units instintaniously (like 31 marauders at once would kill it) No they won't because it gains the health before each individual attack, so it constantly stays above. The only way for it to die is if one attack does more than 301 damage. Try it for yourself. | ||
Orek
1665 Posts
On August 16 2012 00:21 TehTemplar wrote: How do I make it so that I can have, say, bel'shir titlesets on an auir map? What? Is it possible? If so, my mind will be blown. I have always thought it is impossible, but someone with deeper understanding might tell us otherwise... EDIT: my mind is blown. How did I never notice this for ages.. | ||
TheFish7
United States2824 Posts
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The_Templar
your Country52797 Posts
Go to Map -> Map textures -> modify -> Terrain Textures: click on the textures to remove on the right, click remove and then the ones to replace them on the left, click add. Close the data editor, select a different tileset and then reselect the Aiur Tileset. Close map textures and it should work. There are no textures on the right... edit: wth I found them 3 seconds after posting this | ||
Rukis
United States252 Posts
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a176
Canada6688 Posts
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recoil56
United States18 Posts
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