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[D] Galaxy Editor - Page 20

Forum Index > SC2 General
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Prev 1 18 19 20 21 22 33 Next All
semantics
Profile Blog Joined November 2009
10040 Posts
April 25 2010 04:50 GMT
#381
Lol want to give zerglings imba powers eh.
http://forums.sc2mapster.com/development/tutorials/428-misc-beginner-video-tutorial/
in the vid it looked so easy.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 25 2010 04:52 GMT
#382
On April 25 2010 13:48 DeCoup wrote:
Show nested quote +
On April 24 2010 22:03 Chuiu wrote:
On April 24 2010 14:01 DeCoup wrote:
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.

I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit.

Try changing "Movement - Mover" to Cliff Jumper.

I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how.


Take the reaper and edit all appropriate zergling attributes on top of him.
Bring back 2v2s!
Verr82
Profile Joined April 2010
Australia4 Posts
Last Edited: 2010-04-25 05:25:14
April 25 2010 05:22 GMT
#383
Wrote a small tutorial about forcing the Actor to reference default models and sounds so you don't need to duplicate them pointlessly when creating new custom units.
http://starcraft.incgamers.com/forums/showthread.php?p=31860
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 25 2010 05:39 GMT
#384
On April 23 2010 10:46 ComradeDover wrote:
Show nested quote +
On April 23 2010 10:39 wishbones wrote:
Width+Height Of SC2 Maps.
+ Show Spoiler +
Fuck thats big.[image loading]

I just noticed though that there is a playable size readout to the right of that. For example the readout for a map with "width/height=96x96" is actually "widht/height=76x68". 128x128 didn't readout to 128x128 playable size either.


This is because of the fancy new third dimension that's been added. It's possible for the camera to see off the playable map.

So when Blizzard says its 128x128 on their ladder maps that means less of that is playable area


no wonder maps seem smaller than the brood war ones
Pablols
Profile Joined August 2009
Chile519 Posts
April 25 2010 05:41 GMT
#385
i made this
[image loading]
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 25 2010 05:43 GMT
#386
On April 25 2010 14:41 Pablols wrote:
i made this
[image loading]


fuck yeah :D
Kill the Deathball
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-25 05:54:16
April 25 2010 05:54 GMT
#387
Got a *little* carried away and this one ended up ginormous, oh well. I'm thinking I could make it into a shared base 2v2 if I want it to be actually playable.

[image loading]
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
peckham33
Profile Joined April 2010
United States267 Posts
April 25 2010 06:11 GMT
#388
On April 25 2010 14:54 Bear4188 wrote:
Got a *little* carried away and this one ended up ginormous, oh well. I'm thinking I could make it into a shared base 2v2 if I want it to be actually playable.

[image loading]


looks like a 1v1 map to me (and if you could put this up for download that would rock [if it's finished that is]) as it is it looks fair and balanced and more of a mid to late game map. long rush. in short, it look great and just make it 1v1.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-25 06:16:29
April 25 2010 06:13 GMT
#389
It's essentially finished, at least until it's possible to balance test it (though I'm not sure SC2 is balanced for huge macro games yet anyway). Need to go through the pathfinding layer to make sure there aren't any shenanigans, I might upload it tomorrow.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
peckham33
Profile Joined April 2010
United States267 Posts
April 25 2010 06:26 GMT
#390
On April 25 2010 15:13 Bear4188 wrote:
..., I might upload it tomorrow.


great to hear(read). just wondering where you will post the uploaded file. might i suggest you post this map on the Map Design Thread.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
TopHat
Profile Joined February 2010
United States12 Posts
April 25 2010 06:32 GMT
#391
Has anyone had success using player groups with triggers?

I create a player group from the Map/Game Attributes menu, and attach players to it.
Then I attempt to create a trigger that sets all players in a player group to ally one another at map initialization, but the player group I previously created will not show in the trigger list.
saltygrapes
Profile Joined April 2010
181 Posts
Last Edited: 2010-04-25 06:41:34
April 25 2010 06:41 GMT
#392
On April 25 2010 15:32 TopHat wrote:
Has anyone had success using player groups with triggers?

I create a player group from the Map/Game Attributes menu, and attach players to it.
Then I attempt to create a trigger that sets all players in a player group to ally one another at map initialization, but the player group I previously created will not show in the trigger list.


why dont you just create the player group you want through triggers? And why are you trying to get those players to ally each other at map init? You can just set that up through player properties. :D
sxpointz!
-infinite-
Profile Blog Joined April 2010
United States44 Posts
April 25 2010 06:46 GMT
#393
1v1 - Closure Prototype [WIP]

Right-click to blow this puppy up.

[image loading]

Messed around a bit tonight. I wanted to whip something up more desert themed. I also wanted to make it smooth sailing toward harassing your opponent, and I wanted to get rid of small ramps.
One shot, one kill. Ready to die but never will.
-infinite-
Profile Blog Joined April 2010
United States44 Posts
Last Edited: 2010-04-25 06:50:10
April 25 2010 06:47 GMT
#394
On April 25 2010 14:41 Pablols wrote:
[image loading]


That's pretty hot. Literally. Good texture on that beast.

On April 25 2010 14:54 Bear4188 wrote:
[image loading]


Slick dude. I like this.
One shot, one kill. Ready to die but never will.
TopHat
Profile Joined February 2010
United States12 Posts
Last Edited: 2010-04-25 07:17:02
April 25 2010 06:54 GMT
#395
On April 25 2010 15:41 saltygrapes wrote:
Show nested quote +
On April 25 2010 15:32 TopHat wrote:
Has anyone had success using player groups with triggers?

I create a player group from the Map/Game Attributes menu, and attach players to it.
Then I attempt to create a trigger that sets all players in a player group to ally one another at map initialization, but the player group I previously created will not show in the trigger list.


why dont you just create the player group you want through triggers? And why are you trying to get those players to ally each other at map init? You can just set that up through player properties. :D


The options under player properties are only for team placement I believe.
Basically they control where each team spawns so you can avoid cross positions on four player maps, etc. It doesn't actually ally players.

Edit: I can make player groups in the trigger editor, and add players in, didn't realize you could make groups as variables in there. :x
InRaged
Profile Joined February 2007
1047 Posts
April 25 2010 07:07 GMT
#396
On April 25 2010 13:48 DeCoup wrote:
Show nested quote +
On April 24 2010 22:03 Chuiu wrote:
On April 24 2010 14:01 DeCoup wrote:
Wow the data editor is complicated... I spend about an hour trying to give Zerglings reaper jump but failed.

I think I've seen that somewhere, its either an ability you need to add or under the movers section for the unit.

Try changing "Movement - Mover" to Cliff Jumper.

I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how.

You're doing something wrong, cause all it takes is changing Zergling's (unit data type) behavior to "reaper - cliff jumping" and mover to "cliff jumper"
BUT instead
you can just change zerglings mover to "colossus" then go in "movers" data type and change colossus' "height map" property to "ground" and that will look totally badass on zerglings

+ Show Spoiler +
[image loading]
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 25 2010 07:14 GMT
#397
Try changing "Movement - Mover" to Cliff Jumper.[/QUOTE]
I tried both movement and behavior but in game there was no difference at all. It should not be this hard to make such a small change. The only conclusion I can come up with is that it is very easy to do and that I am just not aware of how.[/QUOTE]
+ Show Spoiler +
[image loading]
[/QUOTE]

Damn does this make anyone else nostalgia about Alien, Aliens, Alien 3, Alien Resurrection?
Whyx
Profile Joined April 2010
United States73 Posts
April 25 2010 07:50 GMT
#398
Anyone know how to change a spell's graphic? Im trying to change 'snipe' to have the hit graphic of 'force field'.

Reason: looks more like a blizzard spell than anything else =]

Help is appriciated!
The Golden Sun will rise again...
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 25 2010 07:52 GMT
#399
Someone needs to figure out how to get all of this stuff working:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=118286
Bring back 2v2s!
keV.
Profile Blog Joined February 2009
United States3214 Posts
Last Edited: 2010-04-25 07:57:36
April 25 2010 07:55 GMT
#400
So, I was playing with the editor yesterday and all was well, then it locked up and i had to kill the task. Since then I've gotten this weird texture tearing going on and I can't seem to stop it, restarting it did nothing and my video card is in tip top shape. Any ideas?

[image loading]

Any help would be appreciated...

edit: CTRL + T fixes this, thanks Bear4188
"brevity is the soul of wit" - William Shakesman
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