Found your forum today, already got lots of hints from here, but stuck at one point.
I am making my first custom SC2 map at the moment, made it with one simple trigger and need only 1 structure from HOTS campaign. Ended up with everything working 90% as i wanted, but instead of 1 hostile structure from campaign i got all extra units for each race + no supply count. I dont understand why. In triggers menu i have a default *Melee initialization* trigger + my trigger. The only trigger that i added makes a hostile/neutral structure to work for you until next player captures the control point.
I made following simple trigger:
- Untitled Trigger 001
- Events
- Unit - Any Unit Enters Region 001
- Local Variables
- Conditions
- Actions
- Unit - Change ownership of Turret 1 [72.50, 26.50] to player (Triggering player) and Change Color
This works almost as it should, except following:
1. When i added this trigger the hostile Turret acts as neutral until one of the players will take over the control point, without this triger it will attack everyone. Why it becomes neutral and how to keep it hostile to everyone before control point is taken?
2. It is Korhal Turret and it does not turn 360 when attacking, only 180, which looks ugly, it will shoot and hit, but will not always face the target. So i have two options. First one is to make it turn 360 somehow (how?), second option is to replace it with several Auto-Turrets, but in this case i need to make them invulnerable and without timer. In this case i do not get how to make these changes only for specific turrets, without making changes to players turrets. If terran turrets become invulnerable it will be like *god mode* for terran with ravens, so i want to avoid that.
3. How to keep all players with standard units and why adding one specific hostile/neutral structure and trigger removes default rule like supply count?
4. I used *Arcade map* document type, is it correct option for such map?
by importing campaign dependencies, youve opened a can of worms. as far as i know you cannot import select units from the campaign its all or nothing, which means you have to go around manually reverting all the units to their melee versions if you want a melee atmosphere.
honestly i think you should start over and instead of using korhal turret, use melee assets and just use a copy of the missile turret or photon cannon and change the model/ weapon. this way you dont have to reverse all the campaign changes
as for your trigger, ensure that no neutral units are in that region or enter that region.
Is it possible to create Melee map with what i described? With a control point and invulnerable turrets that work on the player who holds the control point?
Because it is the main idea of the map that i want to make, to change a game a bit.
P.S: Played my map again today and *no supply* issue dissapeared without me making or uploading any changes, so i am even more confused now.
Yes but you'll have to revert everything back manually which is time-consuming and requires intimate knowledge of what has actually been changed in the campaign files.
What structure are you wanting to use? You can use Swarm Multi and Liberty Campaign, which will give you proper melee setup but with access to the Liberty campaign files. Swarm Campaign will overwrite Swram Multi, sadly.
Actually at the moment i am thinking of alternative way, since Korhal Turret is nice option, but looks ugly when shooting without facing the target.
So the alternative is to use Ravens Auto-Turret and make it invulnerable + without timer. But i do not understand yet how to make these changes to only specific Neutral or Player 15(Hostile) turrets that will be on the map from beginning, without affecting human player turrets. Plus i want to add some neutral campaign structures for atmosphere (like huts, bio domes etc), but in Melee map type they are not available. So i am looking for an optimal way of making this map. I just refuse to believe that such minor changes cannot be made with default rules, what does this default *Melee initializaiton* trigger then?
P.S: I think i will try to use what you suggested, but which map type is better to choose, is it Arcade type with adding Swarm Multi and Liberty Campaign or some other like Mod? Melee just does not give any options to use what you suggested.
what you are asking for is actually quite simple, as with most thins in the editor, once you understand how to do it it's easy but understanding it the first time is quite difficult, kinda like a puzzle u first must figure out how to do it then you can remember how it is done. I may be able to supply an example later with an invulnerable hostile turret in melee assets. You can then just copy your terrain onto it.
in triggers, you can reference a unit directly if it is preplaced on the map, just use value when entering the unit field assuming that is what you mean
I thought only Data is for changing unit properties, did not know that it's possible with Triggers. At the moment i am learning everything from scratch, learning in process.
But first working version of the map is ready. Uploaded it to B-net and tested, works pretty much the way i wanted, but needs balancing and found one bug.
With the trigger that i used the control of turrets can be taken by MULE even if there is an army of other player holding it. It needs a delay or i need to make some rule that only when all units of controlling player are dead in the location it can be triggered by next player.
If you want to check it is called "Abandoned Security"
Sorry but j don't have the time to play test other people's maps while managing my own. Having a turret change owners based on controlling a region I've found to be quite difficult despite appearing to be very simple. I could in theory design you a trigger system but I'm on my phone and have my own bugs to work on. I can offer tips though: use conditions to check numbers of units each player has in region, don't just have a unit enters region then give him control trigger. So many people do that and it screws up
Hello guys,
Found your forum today, already got lots of hints from here, but stuck at one point.
I am making my first custom SC2 map at the moment, made it with one simple trigger and need only 1 structure from HOTS campaign. Ended up with everything working 90% as i wanted, but instead of 1 hostile structure from campaign i got all extra units for each race + no supply count. I dont understand why. In triggers menu i have a default *Melee initialization* trigger + my trigger. The only trigger that i added makes a hostile/neutral structure to work for you until next player captures the control point.
I made following simple trigger:
- Untitled Trigger 001
- Events
- Unit - Any Unit Enters Region 001
- Local Variables
- Conditions
- Actions
- Unit - Change ownership of Turret 1 [72.50, 26.50] to player (Triggering player) and Change Color
This works almost as it should, except following:
1. When i added this trigger the hostile Turret acts as neutral until one of the players will take over the control point, without this triger it will attack everyone. Why it becomes neutral and how to keep it hostile to everyone before control point is taken?
2. It is Korhal Turret and it does not turn 360 when attacking, only 180, which looks ugly, it will shoot and hit, but will not always face the target. So i have two options. First one is to make it turn 360 somehow (how?), second option is to replace it with several Auto-Turrets, but in this case i need to make them invulnerable and without timer. In this case i do not get how to make these changes only for specific turrets, without making changes to players turrets. If terran turrets become invulnerable it will be like *god mode* for terran with ravens, so i want to avoid that.
3. How to keep all players with standard units and why adding one specific hostile/neutral structure and trigger removes default rule like supply count?
4. I used *Arcade map* document type, is it correct option for such map?
by importing campaign dependencies, youve opened a can of worms. as far as i know you cannot import select units from the campaign its all or nothing, which means you have to go around manually reverting all the units to their melee versions if you want a melee atmosphere.
honestly i think you should start over and instead of using korhal turret, use melee assets and just use a copy of the missile turret or photon cannon and change the model/ weapon. this way you dont have to reverse all the campaign changes
as for your trigger, ensure that no neutral units are in that region or enter that region.
Is it possible to create Melee map with what i described? With a control point and invulnerable turrets that work on the player who holds the control point?
Because it is the main idea of the map that i want to make, to change a game a bit.
P.S: Played my map again today and *no supply* issue dissapeared without me making or uploading any changes, so i am even more confused now.
Yes but you'll have to revert everything back manually which is time-consuming and requires intimate knowledge of what has actually been changed in the campaign files.
What structure are you wanting to use? You can use Swarm Multi and Liberty Campaign, which will give you proper melee setup but with access to the Liberty campaign files. Swarm Campaign will overwrite Swram Multi, sadly.
@TyaArcade: Go
Actually at the moment i am thinking of alternative way, since Korhal Turret is nice option, but looks ugly when shooting without facing the target.
So the alternative is to use Ravens Auto-Turret and make it invulnerable + without timer. But i do not understand yet how to make these changes to only specific Neutral or Player 15(Hostile) turrets that will be on the map from beginning, without affecting human player turrets. Plus i want to add some neutral campaign structures for atmosphere (like huts, bio domes etc), but in Melee map type they are not available. So i am looking for an optimal way of making this map. I just refuse to believe that such minor changes cannot be made with default rules, what does this default *Melee initializaiton* trigger then?
P.S: I think i will try to use what you suggested, but which map type is better to choose, is it Arcade type with adding Swarm Multi and Liberty Campaign or some other like Mod? Melee just does not give any options to use what you suggested.
what you are asking for is actually quite simple, as with most thins in the editor, once you understand how to do it it's easy but understanding it the first time is quite difficult, kinda like a puzzle u first must figure out how to do it then you can remember how it is done. I may be able to supply an example later with an invulnerable hostile turret in melee assets. You can then just copy your terrain onto it.
@joey101d: Go
Thanks, that is exactly what is needed.
Can you give a hint how did you change only specific turret without affecting others?
in triggers, you can reference a unit directly if it is preplaced on the map, just use value when entering the unit field assuming that is what you mean
@joey101d: Go
I thought only Data is for changing unit properties, did not know that it's possible with Triggers. At the moment i am learning everything from scratch, learning in process. But first working version of the map is ready. Uploaded it to B-net and tested, works pretty much the way i wanted, but needs balancing and found one bug. With the trigger that i used the control of turrets can be taken by MULE even if there is an army of other player holding it. It needs a delay or i need to make some rule that only when all units of controlling player are dead in the location it can be triggered by next player.
If you want to check it is called "Abandoned Security"
Sorry but j don't have the time to play test other people's maps while managing my own. Having a turret change owners based on controlling a region I've found to be quite difficult despite appearing to be very simple. I could in theory design you a trigger system but I'm on my phone and have my own bugs to work on. I can offer tips though: use conditions to check numbers of units each player has in region, don't just have a unit enters region then give him control trigger. So many people do that and it screws up
@joey101d: Go
Ok, thanks for hints.