I'm fairly new to the SC2 map editor, but I used the SC 1 editor with great effect for years and I'm determined to master this one as well. I'm starting off making an RPG map based around 4 hero characters. The players will gain experience and minerals with every kill to buy equipment and upgrades and I intend to make full use the equipment tabs. Right now I'm stumbling around with my heroes abilities. Working on the first class and I'm trying not to get ultra complicated. Here's what I had in mind:
4 players maximum, 1 of each class, all heroes will respawn upon death with gear and experience in tact. This is going to be a fairly large map with several bosses that the players must defeat before fighting a final boss that will end the game. Will probably be a lengthy game. Right now I need the most help messing with abilities. The triggers for the rest of the map should be fairly simple. The only trick will be figuring out a way to respawn enemies so that the players can continue to level up.
The abilities I'm struggling with now are firestorm and self healing and my upgrades tab is giving me ulcers. I cloned the nuke call spell and changed its requirements, but I can't seem to get rid of it's dependence on the ghost academy magazine. I need a passive self healing ability for all classes that gives high energy and health regen out of combat only. I can get a sub-menu working with my custom buttons, but the upgrades inside the sub menu all have the same mineral cost no matter how I set them. The first upgrade on the list seems to dictate all of them. I also can't get the buttons to disappear when an upgrade is finished. When I set my learn requirements the entire top menu button disappears with the first upgrade you research. Quite annoying. Any thoughts, comments, or help would be greatly appreciated.
About the self healing thing, I would recommend using triggers so you can detect when a player has last attacked. In other words, just add a delay for the healing after a player has attacked or casted a spell.
And if the cost of something isn't changing, you probably need to do one of two things. Either change the values in the correct place or assign the custom upgrade to a different ability slot (it's interesting how some slots such as Build 05 for the Train ability have preassigned values that cannot be changed and are invisible).
I don't know about everyone else, but I play an RPG for the story. And it's a shame that I don't see many SC RPGs with breath taking story-lines; but I do appreciate that you at least wrote a few paragraphs about your game (or issues and such). This looks like a great system for an RPG.
I'd like to get the mechanics worked out before I start worrying as much about the story. The classes are probably going to be the most complicated thing in this map so I'm trying to hash them out first, but it's tedious.
The problem with the sub-menu isn't really the sub-menu itself. The command card works fine and I can get into my menu no problem. I created an ability of research type called "Psi Sniper Upgrades" and a button of the same name that serves as the sub-menu entrance. I set the first command in the "Psi Sniper Upgrades" to my first researched ability, which was just making the player learn the EMP round. That worked out beautifully. I tested it and it worked. Next I added the "Firestorm" research button into the sub-menu, made an ability for it, and put it in the second command under the "Psi Sniper Upgrades" abilities. It appeared fine in the sub-menu, but mysteriously it had the same research cost as the EMP Rounds. I checked the costs I assigned to them, they were correct. EMP should be 50 minerals and Firestorm 200, but in the test game they're both 50. I also noticed that the buttons don't go away when you research an ability. That's fine, I go into the requirements tab and make requirements with logic "!CountUpgrade(EMP Round,queued or better)" for both abilities, went back into the research ability and set them accordingly. I go back and test it. I research EMP rounds and bam, the sub-menu button disappears. Huh? Why the sub-menu button and not the research EMP round button? Sort of at a loss for the moment on how to fix this, since I'm not entirely sure where I went wrong.
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I'm fairly new to the SC2 map editor, but I used the SC 1 editor with great effect for years and I'm determined to master this one as well. I'm starting off making an RPG map based around 4 hero characters. The players will gain experience and minerals with every kill to buy equipment and upgrades and I intend to make full use the equipment tabs. Right now I'm stumbling around with my heroes abilities. Working on the first class and I'm trying not to get ultra complicated. Here's what I had in mind:
Classes:
Psi Sniper(ghost): Abilities: Firestorm(nuke), cloaking, snipe, emp round
Psi Mutant(Hydralisk): Abilities: Burrow, broodling, recommendations welcome
Psi Assassin(Dark Templar): Abilities: Perma cloak, Blink attack, assassinate(high damage single target attack), duplicate
Psi Soldier(Zealot): Abilities: Barrier, berserk(stim pack), self heal(combat), surge(point blank area attack)
4 players maximum, 1 of each class, all heroes will respawn upon death with gear and experience in tact. This is going to be a fairly large map with several bosses that the players must defeat before fighting a final boss that will end the game. Will probably be a lengthy game. Right now I need the most help messing with abilities. The triggers for the rest of the map should be fairly simple. The only trick will be figuring out a way to respawn enemies so that the players can continue to level up.
The abilities I'm struggling with now are firestorm and self healing and my upgrades tab is giving me ulcers. I cloned the nuke call spell and changed its requirements, but I can't seem to get rid of it's dependence on the ghost academy magazine. I need a passive self healing ability for all classes that gives high energy and health regen out of combat only. I can get a sub-menu working with my custom buttons, but the upgrades inside the sub menu all have the same mineral cost no matter how I set them. The first upgrade on the list seems to dictate all of them. I also can't get the buttons to disappear when an upgrade is finished. When I set my learn requirements the entire top menu button disappears with the first upgrade you research. Quite annoying. Any thoughts, comments, or help would be greatly appreciated.
About the self healing thing, I would recommend using triggers so you can detect when a player has last attacked. In other words, just add a delay for the healing after a player has attacked or casted a spell.
And if the cost of something isn't changing, you probably need to do one of two things. Either change the values in the correct place or assign the custom upgrade to a different ability slot (it's interesting how some slots such as Build 05 for the Train ability have preassigned values that cannot be changed and are invisible).
I don't know about everyone else, but I play an RPG for the story. And it's a shame that I don't see many SC RPGs with breath taking story-lines; but I do appreciate that you at least wrote a few paragraphs about your game (or issues and such). This looks like a great system for an RPG.
Where's the story bro?
@Vanished131: Go
I'd like to get the mechanics worked out before I start worrying as much about the story. The classes are probably going to be the most complicated thing in this map so I'm trying to hash them out first, but it's tedious.
The problem with the sub-menu isn't really the sub-menu itself. The command card works fine and I can get into my menu no problem. I created an ability of research type called "Psi Sniper Upgrades" and a button of the same name that serves as the sub-menu entrance. I set the first command in the "Psi Sniper Upgrades" to my first researched ability, which was just making the player learn the EMP round. That worked out beautifully. I tested it and it worked. Next I added the "Firestorm" research button into the sub-menu, made an ability for it, and put it in the second command under the "Psi Sniper Upgrades" abilities. It appeared fine in the sub-menu, but mysteriously it had the same research cost as the EMP Rounds. I checked the costs I assigned to them, they were correct. EMP should be 50 minerals and Firestorm 200, but in the test game they're both 50. I also noticed that the buttons don't go away when you research an ability. That's fine, I go into the requirements tab and make requirements with logic "!CountUpgrade(EMP Round,queued or better)" for both abilities, went back into the research ability and set them accordingly. I go back and test it. I research EMP rounds and bam, the sub-menu button disappears. Huh? Why the sub-menu button and not the research EMP round button? Sort of at a loss for the moment on how to fix this, since I'm not entirely sure where I went wrong.