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[D] Galaxy Editor - Page 26

Forum Index > SC2 General
Post a Reply
Prev 1 24 25 26 27 28 33 Next All
saltygrapes
Profile Joined April 2010
181 Posts
April 27 2010 18:28 GMT
#501
this will probably end up being part of a cinematic/campaign i put together:

[image loading]

[image loading]

no sky yet none of them seem to work...
sxpointz!
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 18:34 GMT
#502
nice bro - that has a really nice/legendary/eerie feel to it.
Terran Lifestyle
Rickilicious
Profile Joined July 2009
United States220 Posts
April 27 2010 19:40 GMT
#503
Ok, this is a very fundamental idea of my map, but I've run into a road block.

I want when like 2 zealots enter a region, to create a larger version of the zealot and kill the other two. But I am very frustrated because I've been looking through all the 'conditions', and I just can't find a unit name or anything.
+ Show Spoiler +

What I have:

Events
Unit - Any Unit Enters BottomLeft-Combination-In
Local Variables
Conditions
Actions
Unit - Create 1 Big-Zealot for player (Triggering player) at (Center of BottomLeft-Combination-Out) using default facing (No Options)
Unit - Kill (Triggering unit)


I figured under "Conditions" what I'd be looking for was something like, triggering unit == 2 zealots or something like that. Any help would be appreciated.
Doug Righteous
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 21:59 GMT
#504
I haven't messed eith triggered since wc3 but...I'm going to assume your event is unit enters region..then in your condition is where you define x amount of units.
Terran Lifestyle
Thratur
Profile Blog Joined June 2008
Canada917 Posts
April 27 2010 22:29 GMT
#505
After my awesome turret defense, I made the triggers for Zone Control :
[image loading]

Map made by Morrow, triggers by me. Everything is done and ready for publishing.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 27 2010 22:39 GMT
#506
frig whats that map site for sc2? and how can i play these maps with a friend. I LOVE YOU WHO EVER ANSWERS
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Vynakros
Profile Joined March 2010
Slovenia63 Posts
April 27 2010 22:41 GMT
#507
On April 28 2010 07:39 wishbones wrote:
frig whats that map site for sc2? and how can i play these maps with a friend. I LOVE YOU WHO EVER ANSWERS


http://www.sc2mapster.com/
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-27 22:43:32
April 27 2010 22:43 GMT
#508
FOR YOU, I GIVE BEDAZZLED.

+ Show Spoiler +
[image loading]
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
saltygrapes
Profile Joined April 2010
181 Posts
Last Edited: 2010-04-27 22:57:58
April 27 2010 22:56 GMT
#509
On April 28 2010 04:40 Rickilicious wrote:
Ok, this is a very fundamental idea of my map, but I've run into a road block.

I want when like 2 zealots enter a region, to create a larger version of the zealot and kill the other two. But I am very frustrated because I've been looking through all the 'conditions', and I just can't find a unit name or anything.
+ Show Spoiler +

What I have:

Events
Unit - Any Unit Enters BottomLeft-Combination-In
Local Variables
Conditions
Actions
Unit - Create 1 Big-Zealot for player (Triggering player) at (Center of BottomLeft-Combination-Out) using default facing (No Options)
Unit - Kill (Triggering unit)


I figured under "Conditions" what I'd be looking for was something like, triggering unit == 2 zealots or something like that. Any help would be appreciated.


Ball Sack
Events
Unit - Any Unit Enters (Empty region)
Local Variables
Zealot Group = (Empty unit group) <Unit Group>
Conditions
(Unit type of (Triggering unit)) == Zealot
Actions
Variable - Set Zealot Group = (Zealot units in (Empty region) owned by player (Owner of (Triggering Unit)) matching Excluded: Missile, Dead, Hidden, with at most 2)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in Zealot Group) > 1
Then
Unit - Create 1 Mega-Zealot for player (Owner of (Triggering unit)) at (Center of (Empty region)) using default facing (No Options)
Unit Group - Pick each unit in Zealot Group and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else


Since there should never be more than 2 zealots in the region you're talking about, this should work. If there were 5 zealots there, for example, it might not make the triggering unit a part of the unit group (as the maximum is 2), and I can't really change that since there's no "matching unit" stuff anymore. but this should be fine for what you're looking for
sxpointz!
MachinimaMat
Profile Joined April 2010
United States6 Posts
April 27 2010 22:59 GMT
#510
On April 28 2010 03:28 saltygrapes wrote:
no sky yet none of them seem to work...


Has anyone been able to change the sky?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-27 23:03:19
April 27 2010 23:02 GMT
#511
This thread is reason number 967 why I love TL.


One question. Has anyone figured out how to unlock the camera so you can zoom out past normal limits?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
saltygrapes
Profile Joined April 2010
181 Posts
April 27 2010 23:19 GMT
#512
On April 28 2010 07:59 MachinimaMat wrote:
Show nested quote +
On April 28 2010 03:28 saltygrapes wrote:
no sky yet none of them seem to work...


Has anyone been able to change the sky?


don't think so. they just don't seem to show up. probably bugged
sxpointz!
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 23:36 GMT
#513
What is the deal with "actor"? I'm use to making new units like in wc3 but don't see a model field. What I did:
Made a new unit as a caster..say high Templar... Then I saw the actor field..went changed the model to say marine....when I was done editing..the actor field was no longer there and my unit has no model in game or in the editor. Any tutorials out there for making new units or someone feel like writing up a little how to?
Terran Lifestyle
w1llie
Profile Joined April 2010
United States7 Posts
April 27 2010 23:44 GMT
#514
http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/creating-your/

thats a pretty good tut on making units.
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 23:47 GMT
#515
Apparently I should have went to that site earlier . Much thanks bro
Terran Lifestyle
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 27 2010 23:52 GMT
#516
[image loading]

[image loading]

I will have a new topic up with a download link once I finish this. 'Til then, chemistry!
teaaaaaaaa
Chuiu
Profile Blog Joined June 2003
3470 Posts
Last Edited: 2010-04-28 00:50:07
April 28 2010 00:48 GMT
#517
Lol, ok, your gray raised ground areas look like this face: o_0

EDIT: I guess it would be more like this though: :_!

EDIT2: Finally they added link to this post buttons, I've been doing it the hard way forever.
♞
onisagi
Profile Joined April 2010
United States7 Posts
April 28 2010 00:52 GMT
#518
In response to this:

On April 27 2010 06:49 nomsayin wrote:
I'm working on a version of desti, also in the Map Design thread. It's almost done, I just have one problem with it. I have bridge doodads and the units walk through them instead of over them. I'm not sure what to do. Here's the map, thanks.
[image loading]


Here's a workaround if you're willing to try it:

On April 25 2010 04:50 onisagi wrote:
I put land underneath the doodad bridge to allow it to be walkable by units.

[image loading]


Then filled in the floor with the Road brush under Terrain Layer for the bridge sections that are missing the floor. Hopefully this helps some people that just wanted bridges to not look like unnatural land formations.

You can play with the bridge doodad x/y/z scale to hide the land better, as well as move the water level higher and hide the land, if you're concerned about the ridiculousness of having land underneath a bridge. Lots of things you can do to hide the land.

(Note: i dont think anybody has said anything about moving the elevation of water -> when you're adding water to the terrain there's an "Edit Water" button near the bottom allowing "Height" amongst other things to be changed for the particular water brush you've selected.

I've come to the conclusion that blizzard never intended us to have overpasses that allow units to walk over other units. Not unless they start allowing us to adjust pathing by elevation (aka fun with walking in midair).

Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-28 01:00:04
April 28 2010 00:58 GMT
#519
I'm working on a remake of the "Test of Terran/Survival" series from BW, if any of you are familiar with it. I didn't do any mapping in WC3 so I'm still mostly wrapping my head around all this editor can do. Should be pretty awesome with heroes and zerglings/roaches that crawl on walls

Also, giving the marauder the hellion's attack for a makeshift firebat :D
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
ocho
Profile Joined June 2009
United States172 Posts
April 28 2010 01:14 GMT
#520
On April 28 2010 07:29 Thratur wrote:
After my awesome turret defense, I made the triggers for Zone Control :

Map made by Morrow, triggers by me. Everything is done and ready for publishing.


YES! Can't wait for this
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