How do you stack placed structures on the editor ?? Iv seen several maps with stacked buildings, but havent ben able to do so myself with the default Galaxy Editor.
Use regions, visuals should not dictate logic, logic should dictate visuals.
Except when visuals are shorthand for logic.
Not possible:
-Change terrain in game
-Hide chat text completely (might be possible but the search is still kind of on)
-Get more than 32 FPS on a trigger
-Anything that uses Local Player
-Having more than 50 buttons at once
-A map with more than 2^21 bytes of compiled script
-Decent floating point arithmetic
Hey, I've only been using the editor for a short time, so I don't know all the features yet, but I was wondering if this is possible:
Let's say I have a series of maps (call them Level 1, Level 2, Level 3, etc) and they all take place on the same planet, just different areas. Is it possible to tranfer the player's army/resources/upgrades from one level to another? Something like this:
At the end of Level 1, record how many units of type X the player has in a certain region.
At the beginning of Level 2, spawn that many units of type X in another region near the start location (I don't care if stuff like health or energy tranfers, I just want the units)
...and repeat for every unit type, then do something similar with resources, and upgrades (so if you've researched Infantry Weapons level 1 and 2, and you've gathered an extra 1200 minerals then in the next map you start with the extra minerals and your research can start with Inf Weap level 3)
So, is this possible? And, if it is, how would one do it?
From what I can tell it is near impossible to change a terrains texture dynamically. I've been trying to find a way to exchange one texture for another for a specific area on a map... that or simply find a way to paint a new texture on top of it, but have yet to find any kind of solution.
Change an individual unit's attribute (armored, massive, biological) mid game, like with a data editor ability or trigger.
I would think if you make a morph ability and it changes a unit to another unit this is possible. I haven't tried it but making a dummy ability that just changed the unit into a new unit with same actors should work. Just change the attributes on the two units. I am thinking of "lurker" versus "lurker (burrowed)" units.
well there is a really cheap way and that is using the 'Environment - add permanent creep' and to go back to the default texture 'Environment - remove permanent creep.
Then in the data editor, change the creep to a grass texture / map. Sure its tacky and only allows you to change to a single texture but using creep blockers you can create all sorts of things. (my one minute attempt at spelling 'taff' made it to small :(
Cool idea. Now can you do that with multiple texture options. Say I wanted to have the option to choose one of four textures at the launch of the game. could that be done by stacking these somehow and choosing which one I'd want? Thanks for the tip!
lol... not exactly what I have in mind. I did play w/ this though and it is a neat trick. However for what I'm trying to do it just won't cut it. Someone else mentioned on a different thread a decal splat actor, so I might give that a shot.
How do you stack placed structures on the editor ?? Iv seen several maps with stacked buildings, but havent ben able to do so myself with the default Galaxy Editor.
When you place a unit on the map, then hold down Shift. That will disable collision and allow you to stack.
PS: That doesn't really belong into this topic. Next time, please make a new topic in the Map Development section.
@KratsAU: Go
I seems to be impossible to Obtain the terrain texture at a given point with triggers.
This would be useful if you wanted to, say, make units move faster when traveling on concrete as opposed to grass.
@Mathhole: Go
Use regions, visuals should not dictate logic, logic should dictate visuals.
Change an individual unit's attribute (armored, massive, biological) mid game, like with a data editor ability or trigger.
Just off the top of my head.
Except when visuals are shorthand for logic.
Not possible:
-Change terrain in game
-Hide chat text completely (might be possible but the search is still kind of on)
-Get more than 32 FPS on a trigger
-Anything that uses Local Player
-Having more than 50 buttons at once
-A map with more than 2^21 bytes of compiled script
-Decent floating point arithmetic
Hey, I've only been using the editor for a short time, so I don't know all the features yet, but I was wondering if this is possible:
Let's say I have a series of maps (call them Level 1, Level 2, Level 3, etc) and they all take place on the same planet, just different areas. Is it possible to tranfer the player's army/resources/upgrades from one level to another? Something like this:
At the end of Level 1, record how many units of type X the player has in a certain region.
At the beginning of Level 2, spawn that many units of type X in another region near the start location (I don't care if stuff like health or energy tranfers, I just want the units)
...and repeat for every unit type, then do something similar with resources, and upgrades (so if you've researched Infantry Weapons level 1 and 2, and you've gathered an extra 1200 minerals then in the next map you start with the extra minerals and your research can start with Inf Weap level 3)
So, is this possible? And, if it is, how would one do it?
From what I can tell it is near impossible to change a terrains texture dynamically. I've been trying to find a way to exchange one texture for another for a specific area on a map... that or simply find a way to paint a new texture on top of it, but have yet to find any kind of solution.
I would think if you make a morph ability and it changes a unit to another unit this is possible. I haven't tried it but making a dummy ability that just changed the unit into a new unit with same actors should work. Just change the attributes on the two units. I am thinking of "lurker" versus "lurker (burrowed)" units.
Not possible to lick your elbow.
@theaggie: Go
well there is a really cheap way and that is using the 'Environment - add permanent creep' and to go back to the default texture 'Environment - remove permanent creep.
Then in the data editor, change the creep to a grass texture / map. Sure its tacky and only allows you to change to a single texture but using creep blockers you can create all sorts of things. (my one minute attempt at spelling 'taff' made it to small :(
I'm pretty sure Blizzard said that it should be able to prepare breakfast for me but I just can't find the trigger action anywhere. :(
@taffer03: Go
Cool idea. Now can you do that with multiple texture options. Say I wanted to have the option to choose one of four textures at the launch of the game. could that be done by stacking these somehow and choosing which one I'd want? Thanks for the tip!
Well... you could copy your map 4 times and put in different textures...
lol... not exactly what I have in mind. I did play w/ this though and it is a neat trick. However for what I'm trying to do it just won't cut it. Someone else mentioned on a different thread a decal splat actor, so I might give that a shot.
Cut off your arm.
-Get a unit to drop an item without dieing.
@adovid: Go
Increase the map size above 256 x 256.