Hi guys. Yes, this is my first post, and this IS kinda an unorthodox place to put one's first post, but... I'm strange that way. Anyway, I completed Challenge 2. I tried 3 different screen recorders, but they were all recording in awful quality, so here's the map file. If you want to see how I did it... It's mostly in the triggers.
Completed the Marauder Nuke one, whichever that was. Making the NukeRauder was really really easy - all I had to do was increase the marauder's sight and range, then change it's Missile Impact Effect to Ghost - Nuke (Damage).
Some things I forgot to add to my last post: I've been lurking around Mapster fora while, and I'm a pretty new and inexperienced mapper.
doesn't bother me because i didn't create the data challenge but just tht you should know. hey how did you learn triggers i have no knowledge on triggers
Welcome to SC2Mapster, well done on both those challanges. But yes as aczchef pointed out this is a data editor exercise and everything should be created without triggers. So I challange you to try again :P
Thanks borg. ok now that i know how to do this can someone help me with this problem
i have behavior stack to 1 and create unit to 1 and i would like to point out that on slow game speed you can see that the marines do not spawn at the same time. please help
doesn't bother me because i didn't create the data challenge but just tht you should know. hey how did you learn triggers i have no knowledge on triggers
How did I learn triggers? Well, lessee.... a friend requested a kind of a "hero deathmatch" kind of a thing, with each hero getting more powerful as they got kills. I needed a respawn thing, and I had challenged myself to do this without tutorials so I didn't know about all the different ways to do this. After messing around in the data editor for a bit, I couldn't figure it out, so I opened the triggers thing, and found that it had EXACTLY what I needed. An On Unit Death event, and a Create Unit at Point action. As I did other projects for friends I began to realize the full power triggers have... so I've dedicated some of my time to figuring out what different triggers do, and different ways to do things. So basically I've been teaching myself - they're not that hard to pick up on yer own!
thanks i did like 3 tutorials on data then taught my self and when i couldn't figure something out i asked question cause one tutorial in depth will teach you enough to teach your self .tutorials dont teach you they help you learn
You have your weapon's main effect as a Set effect. Your set effect calls 2 effects, the buff effect which applies the buff, and the damage effect. Your buff effect's modification + field, in the combat tab, under death respone, set chance to 1, and Effect set to 'Spawn Marine' or whatever. Your spawn effect set to spawn count 1, spawn unit marine ? That's the basic way of doing it. This is how I had it setup on an old 'test map' I did a few months back and it worked perfectly, no double spawns or anything.
I'm just wondering if on death you have the effect run twice for some reason. Create Persistent effects for one can cause effects to run several times, as can Behaviors and whatnot.
But if you are going for the Marine Merging challenge, you would also have to have some Create Persistent effects, Issue Order effects, a Merge ability requiring 2 marines, and possibly a few other things that I can't think of right now.
thanks borg will try it out but yeah i haven't thought how i will accomplish the merge im thinking ill have it just kill the marine also i have it create the marine when the behavior is removed so just having it that might cause it
There's a problem.... I can see a solution to most of these using triggers. For example, the High Templar? You can Create Effect at Point, and for a point type you can choose Random Point Within Region, and for Region you can have a distance around a unit...
I need to start thinking about the Data Editor more =\
If I were to wager a guess, I'd say that your beam can't find the Colossus, since creation of the beam on birth has no way of tracking the unit that created it. It would probably work if you created a persistent, damage, or apply behavior effect, which uses the Colossus as a caster and the interceptors as a target. Then the beam could detect Caster and Target as scopes. There's probably a way to make it work your way, but I've never used the Hangar ability before.
I don't Duplicate anymore either (most of the time)...it's always a nightmare.
Data is significantly more efficient than triggers. Certain triggers in-game have horrendous delays once applied to Battle.net's servers, whereas Data (with some stupid exceptions) will always work with proper timing and lag the game less. It also takes up less RAM and processing power :).
Hi guys. Yes, this is my first post, and this IS kinda an unorthodox place to put one's first post, but... I'm strange that way. Anyway, I completed Challenge 2. I tried 3 different screen recorders, but they were all recording in awful quality, so here's the map file. If you want to see how I did it... It's mostly in the triggers.
Hey, Welcome to Sc2mapster;p.
Completed the Marauder Nuke one, whichever that was. Making the NukeRauder was really really easy - all I had to do was increase the marauder's sight and range, then change it's Missile Impact Effect to Ghost - Nuke (Damage).
Some things I forgot to add to my last post: I've been lurking around Mapster fora while, and I'm a pretty new and inexperienced mapper.
<<reply 245721>
great job but by the way this is the data excersise challenge so next time no triggers...
Oh, I see. Well, Nukerauder was made entirely with the Data editor... and sorry bout not understanding the "Data only" thing.
@Whillikers: Go
doesn't bother me because i didn't create the data challenge but just tht you should know. hey how did you learn triggers i have no knowledge on triggers
@Whillikers: Go
Welcome to SC2Mapster, well done on both those challanges. But yes as aczchef pointed out this is a data editor exercise and everything should be created without triggers. So I challange you to try again :P
if any one has finished the unit creation part on challenge 2 please tell me how you accomplished this im having troubles but i think its a glitch
@BorgDragon: Go
how did you import the video so that you dont have to open the link
@aczchef: Go
Here's a link with all the basic WikiCreole stuff (how to format the posts on this forum)
http://kb.wowace.com/markup-types/wiki-creole/
so lets say my youtube video link is what I would do is <youtube uUjA7ZMCxG8> , but instead of just 1 < and 1 >, I would do double < and double >
if that isn't clear enough, just search "youtube" on the WikiCreole markup link I gave. Clear example :)
Thanks borg. ok now that i know how to do this can someone help me with this problem
i have behavior stack to 1 and create unit to 1 and i would like to point out that on slow game speed you can see that the marines do not spawn at the same time. please help
How did I learn triggers? Well, lessee.... a friend requested a kind of a "hero deathmatch" kind of a thing, with each hero getting more powerful as they got kills. I needed a respawn thing, and I had challenged myself to do this without tutorials so I didn't know about all the different ways to do this. After messing around in the data editor for a bit, I couldn't figure it out, so I opened the triggers thing, and found that it had EXACTLY what I needed. An On Unit Death event, and a Create Unit at Point action. As I did other projects for friends I began to realize the full power triggers have... so I've dedicated some of my time to figuring out what different triggers do, and different ways to do things. So basically I've been teaching myself - they're not that hard to pick up on yer own!
@Whillikers: Go
thanks i did like 3 tutorials on data then taught my self and when i couldn't figure something out i asked question cause one tutorial in depth will teach you enough to teach your self .tutorials dont teach you they help you learn
@aczchef: Go
OK.
You have your weapon's main effect as a Set effect. Your set effect calls 2 effects, the buff effect which applies the buff, and the damage effect. Your buff effect's modification + field, in the combat tab, under death respone, set chance to 1, and Effect set to 'Spawn Marine' or whatever. Your spawn effect set to spawn count 1, spawn unit marine ? That's the basic way of doing it. This is how I had it setup on an old 'test map' I did a few months back and it worked perfectly, no double spawns or anything.
I'm just wondering if on death you have the effect run twice for some reason. Create Persistent effects for one can cause effects to run several times, as can Behaviors and whatnot.
But if you are going for the Marine Merging challenge, you would also have to have some Create Persistent effects, Issue Order effects, a Merge ability requiring 2 marines, and possibly a few other things that I can't think of right now.
Partly completed C2. You can't issue a merge command properly, at least I didn't. The only thing I need is to scale the marine actor indefinately.
@BorgDragon: Go
thanks borg will try it out but yeah i haven't thought how i will accomplish the merge im thinking ill have it just kill the marine also i have it create the marine when the behavior is removed so just having it that might cause it
ok didn't see the effect and was like ugh but then i fixed it. thanks Borg Ive been trying to fix this for 2 days
ok the merge part was kinda easy but how could i make my spawned unit follow my uber-rine Ive never tried it so yeah
There's a problem.... I can see a solution to most of these using triggers. For example, the High Templar? You can Create Effect at Point, and for a point type you can choose Random Point Within Region, and for Region you can have a distance around a unit...
I need to start thinking about the Data Editor more =\
@BorgDragon: Go
If I were to wager a guess, I'd say that your beam can't find the Colossus, since creation of the beam on birth has no way of tracking the unit that created it. It would probably work if you created a persistent, damage, or apply behavior effect, which uses the Colossus as a caster and the interceptors as a target. Then the beam could detect Caster and Target as scopes. There's probably a way to make it work your way, but I've never used the Hangar ability before.
I don't Duplicate anymore either (most of the time)...it's always a nightmare.
@Whillikers: Go
Data is significantly more efficient than triggers. Certain triggers in-game have horrendous delays once applied to Battle.net's servers, whereas Data (with some stupid exceptions) will always work with proper timing and lag the game less. It also takes up less RAM and processing power :).