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Simple Questions/Answers - Page 97

Forum Index > SC2 Maps & Custom Games
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Prev 1 95 96 97 98 99 182 Next
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-09-10 23:29:26
September 10 2012 23:09 GMT
#1921
I'm having trouble with custom texture set. Has anyone ever had issues with Mar Sara Sand? At first it was working fine, but today when I open my map I can't paint or unpaint just that one texture.

I have edited and re-edited my texture palette and I can put any other 8 things together and they all work fine. Just Mar Sara Sand acts like something improper is happening and will never be applied using brushes.

Help. ><


Edit: A very strange thing is that I can tell the editor is calculating the brush stroke because my framerate decreases (thanks editor update). If I use the bucket fill tool it works too! But no other brushes, wtf man.

Edit2: nvm, NewSunshine and Lefix set me straight. Mar Sara textures require you to adjust the height blend from 0% apparently. But why did this only happen randomly today? lol...
Comprehensive strategic intention: DNE
Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 06:53 GMT
#1922
On September 11 2012 08:09 EatThePath wrote:
I'm having trouble with custom texture set. Has anyone ever had issues with Mar Sara Sand? At first it was working fine, but today when I open my map I can't paint or unpaint just that one texture.

I have edited and re-edited my texture palette and I can put any other 8 things together and they all work fine. Just Mar Sara Sand acts like something improper is happening and will never be applied using brushes.

Help. ><


Edit: A very strange thing is that I can tell the editor is calculating the brush stroke because my framerate decreases (thanks editor update). If I use the bucket fill tool it works too! But no other brushes, wtf man.

Edit2: nvm, NewSunshine and Lefix set me straight. Mar Sara textures require you to adjust the height blend from 0% apparently. But why did this only happen randomly today? lol...


The editor became in some ways better through the update but on the other hand there are indeed strange things happening...
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
September 11 2012 20:31 GMT
#1923
Not sure if this goes here, but why is it people think mineral only bases only favour terran? Is it because of Mules or something?

Mineral only bases were fine for Zerg and Protoss in BW due to it allowing you to get more infrastructure quicker (gateways and hatcheries), also it allows you to get more lings/lots. Is there a reason this has never been explored in SC2?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Aunvilgod
Profile Joined December 2011
2653 Posts
September 11 2012 21:01 GMT
#1924
On September 12 2012 05:31 Qikz wrote:
Not sure if this goes here, but why is it people think mineral only bases only favour terran? Is it because of Mules or something?

Mineral only bases were fine for Zerg and Protoss in BW due to it allowing you to get more infrastructure quicker (gateways and hatcheries), also it allows you to get more lings/lots. Is there a reason this has never been explored in SC2?


Marines cost 0 gas. Zerg and Protoss are very dependent on gas lategame. Terran is not.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Coppermantis
Profile Joined June 2012
United States845 Posts
September 12 2012 23:09 GMT
#1925
Is there a way to have a region that, when a unit is standing in it, provides a global buff (along the lines of weapons/armor upgrades) to all units on the same team as the activator? And then have the buff removed when the unit leaves?
Fairchild
Profile Joined February 2011
133 Posts
September 13 2012 04:13 GMT
#1926
On September 13 2012 08:09 Coppermantis wrote:
Is there a way to have a region that, when a unit is standing in it, provides a global buff (along the lines of weapons/armor upgrades) to all units on the same team as the activator? And then have the buff removed when the unit leaves?


Yes, this is how you do it. (This is para-phrasing so work with me )

Event:
Any unit enters region (x)

Action:
Pick all units in region (x) and do action:
Set (Unit Group Variable) to picked unit

If all units in (Unit group Variable) are owned by (owner of triggering unit)
Then Set player (owner of triggering unit) tech tree/research (upgrade you want buffed) to level 1


Or something along those lines, that might not be the best way to do it but that's off the top of my head.

And to remove the buff you can set a variable to true for a specific player when his buff is active, and check to see if that player has units in the region periodically and when the trigger finds no units for that player, it sets his specific variable to false and stops checking until a unit enters into the region and the trigger finds it is that player's unit and only that players unit, then turning the "check trigger" on until the "check trigger" finds no units in the region again. (periodically)

Hope that helps.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
September 13 2012 11:15 GMT
#1927
I want to start messing around with the editor to see what I can come up with, but is it possible to like stack rocks inside of each other to make them harder to break?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
September 13 2012 11:29 GMT
#1928
On September 13 2012 20:15 Qikz wrote:
I want to start messing around with the editor to see what I can come up with, but is it possible to like stack rocks inside of each other to make them harder to break?


Yes, but splash obviously damages them all. You can also adjust life values in the data editor.

If you want to stack them, just select the ones you want to stack, click enter, then select "ignore placement requirements". You can then stack them on top of each other.

If you want to change life values, find the rocks in the data editor, go to the stats tab and you should find starting and maximum life.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
September 14 2012 23:06 GMT
#1929
How do I create a custom map, using a already existing map, where I can change unit stats and test them
John 15:13
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 15 2012 04:21 GMT
#1930
How do you make neutral buildings such as supply depots visible from the very start of the game?

Also creep tumors so that the creep shows up before the area has been scouted.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 15 2012 18:05 GMT
#1931
Also is there a way to make doodads ignore placement requirements when you first put them down, rather than having to place them elsewhere, make them ignore placement requirements, and then move them in?
Coppermantis
Profile Joined June 2012
United States845 Posts
September 15 2012 20:23 GMT
#1932
I'm pretty sure that just holding shift as you place them will do that.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 15 2012 23:41 GMT
#1933
For purposes of making angled map overview pictures, what is the standard in-game camera angle in SC2?
vibeo gane,
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 16 2012 02:49 GMT
#1934
I've heard 56º, but have always used 60º for my angled overviews.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
September 16 2012 09:04 GMT
#1935
How do I change Hydralisk Den to not require Lair and Roach Warren to require Lair
John 15:13
Elldar
Profile Joined July 2010
Sweden287 Posts
Last Edited: 2012-09-16 09:41:12
September 16 2012 09:40 GMT
#1936
Just wondering why vikings is labeled as armored when it doesn't have base armor?
I mean isn't armored units supposed to have that?
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 16 2012 15:26 GMT
#1937
On September 16 2012 18:40 Elldar wrote:
Just wondering why vikings is labeled as armored when it doesn't have base armor?
I mean isn't armored units supposed to have that?


its a firstly a unit description; its made of metal, so its intrinsically 'armored', like all zerg units are 'biological'. secondly its used for the damage modelling system in sc2 (bonuses to certain unit types)
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 16 2012 15:26 GMT
#1938
On September 16 2012 18:04 PiPoGevy wrote:
How do I change Hydralisk Den to not require Lair and Roach Warren to require Lair


look through the data editor. use google to find guides on sites like sc2mapster
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 16 2012 15:27 GMT
#1939
On September 16 2012 11:49 RFDaemoniac wrote:
I've heard 56º, but have always used 60º for my angled overviews.


55-56 is the approximate correct angle
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 16 2012 15:40 GMT
#1940
On September 15 2012 13:21 RFDaemoniac wrote:
How do you make neutral buildings such as supply depots visible from the very start of the game?

Also creep tumors so that the creep shows up before the area has been scouted.


i think it has something to do with fog visibility, cant remember for sure, check data editor for the unit/building
starleague forever
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