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[D] Galaxy Editor - Page 21

Forum Index > SC2 General
Post a Reply
Prev 1 19 20 21 22 23 33 Next All
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 07:56 GMT
#401
Try hitting CTRL+T

I know I've hit it a few times and it gives me something that looks like that.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
keV.
Profile Blog Joined February 2009
United States3214 Posts
April 25 2010 07:57 GMT
#402
On April 25 2010 16:56 Bear4188 wrote:
Try hitting CTRL+T

I know I've hit it a few times and it gives me something that looks like that.


Ah, yea i figured it was some toggle, couldn't find it though. Thanks a ton all good!
"brevity is the soul of wit" - William Shakesman
saltygrapes
Profile Joined April 2010
181 Posts
Last Edited: 2010-04-25 08:01:38
April 25 2010 08:00 GMT
#403
On April 25 2010 16:50 Whyx wrote:
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!


go to Data Editor -> Actors -> Create New Object. Make it a Model -> ModelAnimationStyleOneShot and set the Model value to Force Field. You then have to create the events for when the Actor will play, so go to Events+.

Create a new Event with these properties:
Msg Type: Ability
Source Name: Ghost - Sniper
Sub Name: TargetCastStart
Then for the action, do "Create"

I don't know how the animation for force field works, so you may have to create a timer that when it expires, the actor is destroyed, else it might never go away

You can set whether you want to attach the actor to the target unit as well, and to what attachment point. But thats the jist :D
sxpointz!
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 25 2010 08:34 GMT
#404
wow iam loving this map editor you can do so much stuff already O.O
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 25 2010 08:48 GMT
#405
I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas?
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 08:50 GMT
#406
On April 25 2010 17:48 Kantutan wrote:
I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas?


View -> Show Terrain -> Show Range

Then select the sieged tank.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
April 25 2010 08:57 GMT
#407
On April 25 2010 17:50 Bear4188 wrote:
Show nested quote +
On April 25 2010 17:48 Kantutan wrote:
I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas?


View -> Show Terrain -> Show Range

Then select the sieged tank.


I mean in-game for other units. So if you clicked on a spine crawler it will show the range for it like the siege tank.
Orly
Profile Joined March 2010
Belgium28 Posts
April 25 2010 09:20 GMT
#408
On April 25 2010 08:32 ComradeDover wrote:
Show nested quote +
On April 25 2010 08:12 ORLY wrote:


Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm


Releasing that code anytime soon? I know a guy with a remake of HBR that would love to get his hands on this for the ridges.

Sure, would love to see a game of HBR in sc2. Code is in the triggers, copy paste the triggers under "--- HIGH GROUND ADVANTAGE" comment. Then copy the global intMissChance variable and set it to the miss % you'd want for highground.

Let me know if there are any issues, some notes:
- Colossus has 100% hit always
- Special abilities like Ghost snipe, templar storm always hit. can be changed but seems most logical
- Reaper & marauder startattack events are fired too late so the first shot they take to highground is sometimes unaffected by miss.

Also, is anyone else getting odd ramp behaviour when launching a galaxy editor map? Units keep doing these jerky movements when crossing ramps
saltygrapes
Profile Joined April 2010
181 Posts
April 25 2010 09:53 GMT
#409
all you guys maps would look so much better if you took the time to properly texture them ><

last wip of this ill post here since its not really a melee map anymore lolplz
[image loading]

sxpointz!
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-25 10:10:54
April 25 2010 10:09 GMT
#410
On April 25 2010 17:57 Kantutan wrote:
Show nested quote +
On April 25 2010 17:50 Bear4188 wrote:
On April 25 2010 17:48 Kantutan wrote:
I'm trying to figure out how to make it so other units/structures show the radius of their attack range like siege tanks do, any ideas?


View -> Show Terrain -> Show Range

Then select the sieged tank.


I mean in-game for other units. So if you clicked on a spine crawler it will show the range for it like the siege tank.


Is it possible to make custom spell graphics yet? You could make an ability that pretty much just draws a circle on the map with their range.

Otherwise check out the data on Xel'naga WTs, Sentry Towers, and Tanks to see if there's something there.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 25 2010 10:17 GMT
#411
Also, is anyone else getting odd ramp behaviour when launching a galaxy editor map? Units keep doing these jerky movements when crossing ramps

yea i have been getting that also, any 1 know if they can fix this? or is a problem that blizzard did
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
KobraKay
Profile Joined March 2010
Portugal4248 Posts
April 25 2010 10:23 GMT
#412
On April 25 2010 18:53 saltygrapes wrote:
all you guys maps would look so much better if you took the time to properly texture them ><

last wip of this ill post here since its not really a melee map anymore lolplz
[image loading]



wow that looks great! I was really happy for making a viking with the immortal's shield and now im sad again because i could never make such a good looking map!

GJ keep posting
CJ Fighting! (--.--)
Stormzors
Profile Joined April 2010
Australia41 Posts
Last Edited: 2010-04-25 11:18:21
April 25 2010 11:17 GMT
#413
Man don't think this has been posted here but check this out!



Can't wait till some crazy maps are get made!
Flameberger
Profile Joined March 2010
United States226 Posts
April 25 2010 11:28 GMT
#414
If anyone figures out how to make units unpushable I'de love to know.
An engine of annihilating power.
keV.
Profile Blog Joined February 2009
United States3214 Posts
April 25 2010 11:45 GMT
#415
First attempt at a map. GE is a very nice tool.

[image loading]

[image loading]

Some of these look really great, wish I could play them.
"brevity is the soul of wit" - William Shakesman
jtype
Profile Blog Joined April 2009
England2167 Posts
April 25 2010 11:54 GMT
#416
Wow! Loving all the ideas and maps in this thread so far. I really have to get a bit better with the editor.

Can't wait till we can see some of these maps being used.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 25 2010 15:15 GMT
#417
What dimensions are you guy using to get the feel of BW or SC2 official maps? They list them as 128x128 for most of them except Kulas, but that's not the playable area; the playable area is a bit smaller.
CagedMind
Profile Joined February 2010
United States506 Posts
April 25 2010 15:32 GMT
#418
Is stuff done in data editor fine for melee? Does anyone know how I put down storms on map?

On April 25 2010 08:12 ORLY wrote:
http://www.youtube.com/watch?v=uvkj7SPi2d0

Got high-ground advantage miss % working, should be interesting to see how well it could work with sc2's mechanics. Seems really good for marauders, hydras & stalkers. Roach range is a little short to really take advantage of it unless the ramp is very small.

New map to play vs cpu for now:
Just type "!setmissrate 50" to enable high ground advantage with that miss %
http://www.mediafire.com/?dq3wzmyhynm


I was looking through the triggers and I gotta say I don't understand triggers one bit lol. Didn't see anything that resembled 50% in the high ground advantage trigger group. 50% is too high and 25% is a better number. Stuff like "0 = <interger>" really make no sense to me. How do you know what the hell that does in editor lol. It's not possible in melee is it?
your micro has been depleted
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 15:43:09
April 25 2010 15:41 GMT
#419
How can i reduce the lag in the editor,

2gig ram, 2gig proccessor, 256mb video card. atm. not upgrading either, but yeah how?

edit: I've just tested to see one thing, i clicked file> new> and made the smallest size, so it seems the smaller the map i make the less lag, atm on the smallest possible selection there is no lag whatsoever, wow thats actually a word, chrome didn't correct me lol
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 15:48 GMT
#420
File -> Preferences will let you alter the editor graphics settings.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
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