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[D] Galaxy Editor - Page 27

Forum Index > SC2 General
Post a Reply
Prev 1 25 26 27 28 29 33 Next All
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
April 28 2010 01:19 GMT
#521
Working on a big map atm

Has collision for missiles done by adding behaviors to them
WASD movement (top down style)
some custom buildings
Actor Tints, Animations triggered in data from abilities, basically went through and learned how everything worked.

Working on a jetpack system, sucks though becaues they designed "morphs" to be done as abilities and not effects so you have to use triggers to call them from other events
Warturtle - DOTA 2 is KING
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 28 2010 01:19 GMT
#522
More nifty stuff:
Flameberger
Profile Joined March 2010
United States226 Posts
April 28 2010 01:31 GMT
#523
Could someone explain how to change where attack projectiles are launched from (attached to)? I'm pretty sure you need to use Action Actors but I'm having a tough time figuring out what fields I need to work with.
An engine of annihilating power.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 28 2010 01:37 GMT
#524
On April 28 2010 10:19 Jyvblamo wrote:
More nifty stuff:
http://www.youtube.com/watch?v=EH96gzxf908



WTB new archon attack
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
April 28 2010 01:48 GMT
#525
I can't add a fancy video of it, cause I'm a failure with a lot of technology stuff, BUT I found this very interesting.

I posted it in the "micro where art thou", but it got lost in all the BS and such.

There is an option for every attack called "Allowed movement" with the options None, Slowing, and Moving. This is what is causing the loss of move attack with the archon's attack as well as a lot of air units, like mutas and phoenix's. Along with a few other options like backswing and possibly random delay. I have little experience with map editors, but I was able to recreate a corsair feeling phoenix in just a short while.
Orly
Profile Joined March 2010
Belgium28 Posts
April 28 2010 02:17 GMT
#526

Got the third person working well, just the free look while moving at the same time is shaky.. Game blocks your camera control while panning so you have to pan instantly, look around, pan instantly again. Any ideas?
moshmoshmosh
Profile Blog Joined April 2010
United States18 Posts
April 28 2010 02:22 GMT
#527
I installed latest patch, and I have the shortcut to the editor, but whenever I try to open it it says it's not installed. Is there some way I can reinstall the patch or something along those lines?
mosh says to mosh more
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 28 2010 02:28 GMT
#528
I haven't read through the whole thread but you can turn collision for a unit off thus allowing it to stack. That along with turning move on for the muta while it shoots and you have SC1 mutalisks!

+ Show Spoiler +
[image loading]

ADAM.1
Profile Joined March 2010
United States36 Posts
April 28 2010 03:44 GMT
#529
On April 28 2010 11:17 ORLY wrote:
http://www.youtube.com/watch?v=DL_EyyNOCn0
Got the third person working well, just the free look while moving at the same time is shaky.. Game blocks your camera control while panning so you have to pan instantly, look around, pan instantly again. Any ideas?



Dude... That is great
Terran Lifestyle
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
April 28 2010 03:51 GMT
#530
On April 28 2010 11:28 kNyTTyM wrote:
I haven't read through the whole thread but you can turn collision for a unit off thus allowing it to stack. That along with turning move on for the muta while it shoots and you have SC1 mutalisks!

+ Show Spoiler +
[image loading]


How many mutas is that?
wwww
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
April 28 2010 04:47 GMT
#531


Warturtle - DOTA 2 is KING
X3N0N
Profile Joined December 2008
United States78 Posts
April 28 2010 04:53 GMT
#532
On April 24 2010 03:01 StormsInJuly wrote:
[image loading]
Who's down for 14player ffa?



Can you do 14 players in SC2?
thebluehawk
Profile Joined April 2010
7 Posts
April 28 2010 06:17 GMT
#533
Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.

It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!

http://starcraft2editor.com/wiki/Main_Page
Cloak
Profile Joined October 2009
United States816 Posts
April 28 2010 06:18 GMT
#534
On April 28 2010 15:17 thebluehawk wrote:
Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.

It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!

http://starcraft2editor.com/wiki/Main_Page


Thank you. That is awesome.
The more you know, the less you understand.
One.two
Profile Joined April 2010
Canada116 Posts
April 28 2010 06:23 GMT
#535
On April 28 2010 15:18 Cloak wrote:
Show nested quote +
On April 28 2010 15:17 thebluehawk wrote:
Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.

It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!

http://starcraft2editor.com/wiki/Main_Page


Thank you. That is awesome.


Well now that he mentions something... I guess I will (I posted this on Bnet forums too):

I made some video tutorials making a simple tower defense (and I try and walk through the bugs I accidently make etc.)...



FYI it's 6 parts. I think it's good help for new mappers :D Make sure to watch in 720p in a new window.
SC2 Editor tutorials: http://www.youtube.com/onetwosc
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 28 2010 06:26 GMT
#536
On April 28 2010 10:19 Jyvblamo wrote:
More nifty stuff:
http://www.youtube.com/watch?v=EH96gzxf908



wow, blizzard pay attention! lol. Seriously though, archon could use something like this.
Kill the Deathball
thebluehawk
Profile Joined April 2010
7 Posts
April 28 2010 06:27 GMT
#537

I made some video tutorials making a simple tower defense (and I try and walk through the bugs I accidently make etc.)...


Feel free to make a page with links to those 6 videos on the wiki. I plan on making a category for tutorial/videos on external sites if enough get added to the wiki.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 28 2010 09:16 GMT
#538
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.

If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,

1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:

Notice the slightly off-to-the-south placement of the start location:
+ Show Spoiler +

[image loading]


And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts:
+ Show Spoiler +
[image loading]



2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.

Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location):
+ Show Spoiler +
[image loading]


The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone:
+ Show Spoiler +
[image loading]


And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated:
+ Show Spoiler +
[image loading]


Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.
Tossi83
Profile Joined April 2010
Poland24 Posts
Last Edited: 2010-04-28 10:09:07
April 28 2010 10:07 GMT
#539
+ Show Spoiler +
On April 28 2010 18:16 dimfish wrote:
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.

If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,

1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:

Notice the slightly off-to-the-south placement of the start location:
+ Show Spoiler +

[image loading]


And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts:
+ Show Spoiler +
[image loading]



2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.

Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location):
+ Show Spoiler +
[image loading]


The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone:
+ Show Spoiler +
[image loading]


And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated:
+ Show Spoiler +
[image loading]


Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.


I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5"

Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making.
... lurking in the shadows.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 28 2010 16:09 GMT
#540
On April 28 2010 19:07 Tossi83 wrote:
Show nested quote +
+ Show Spoiler +
On April 28 2010 18:16 dimfish wrote:
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.

If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,

1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:

Notice the slightly off-to-the-south placement of the start location:
+ Show Spoiler +

[image loading]


And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts:
+ Show Spoiler +
[image loading]



2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.

Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location):
+ Show Spoiler +
[image loading]


The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone:
+ Show Spoiler +
[image loading]


And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated:
+ Show Spoiler +
[image loading]


Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.


I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5"

Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making.


Ok, so when I check the properties like you suggested, the X, Y positions already end in ".5" so I guess it's fine. Yeah, I really don't know what's up here.
Prev 1 25 26 27 28 29 33 Next All
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