I'd like to know how to simple customize the Vortex skill of mothership in order to kill the unit it trap into the vortex (to make them disappear after skill end). I don't think is so difficult but I just can't figure out how to make it, maybe also cause I just practiced with 5-8 of your editor guide. If you can make a guide or just send me a mail, if it is so easy, it would be really appreciated :P . Hope the post is in the right place! Thanks for your help!
Requesting tutorial on how to give burrowed units underground movement like the Infestor and the Roach. Also to give burrowed unit's that don't have a default avatar while burrowed if they are visible (IE the typical burrowed Zerg unit will appear showing its head or back when revealed by a detector, giving this same effect to another unit that does not, such as Kerrigan.) I understand that there are only a limited number of models to choose from for the burrowed look but anything will do.
@Poki: Check out TZeratul01.SCMap to see how to open/close a door.
Namely, it uses:
Unit - Order Xel'Naga Temple Door - (URDL) [78.00, 44.00] to ( Temple Door Down (URDL)) (Replace Existing Orders)
Thanks heaps, I didn't realize that you could not run those animations for doors that are a part of the doodads collection (so unfortunately the Valhalla doors will never open...)
I've implemented a horizontal door, but now I have the problem where my units can't walk through the open door. It's pretty frustrating to have something so small be such a pain, and require so much overhead.
Ive seen a few people talk about creating new units via copying other ones and only ending up with a black blob
if you go into the new units tree under model find where it has like.. say you copied a thor to make a new thor (we'll call it Ixion... lol) the model listed will be "thor2.mu (or w/e the model extension is I forget atm) the problem... is there is no thor2, however you can set it to thor.mu and poof, it'll no longer be a black blob and will look just like the original unit you copied
Are there any camera tutorials? I was watching that Hero Revival video and it has a simple lock/follow camera system, but I can't seem to make it work when the map initializes. Instead it moves between neutral units even though I have it set to player 1. Could anyone make/link a quick camera tutorial? If you could show how it would work in a multiplayer map that would be great.
Requesting a tutorial on getting units to be able to attack with 2 weapons at once, like the goliath upgrade, and how to get weapons to attack more than 1 target at a time.
Hello, i have been working on this Starcraft2 editor lately and i have been having trouble on getting used to using the triggers, if you can make a tutorial that explains about triggers i would appreciate it.
I have looked at other Trigger tutorials here on sc2mapster.com but im still having trouble, i think i need a little more explanation.
I was wondering if anyone could tell me how to make the reaper jump learnable to a hero. well, I already have it as learnable, and it works, however since the units mover is ground he doesn't actually jump up cliffs unless he's right next to them...could anyone help me with this?
Okay, my problem is after i've gotten the texture onto the model and done everything I wanted to with it, exporting the model is unsucessful and I receive an error. This only happens when I apply alternate textures (which look perfect INSIDE 3DS btw) and it has never happened when I tried exporting it exactly as I imported it texture-wise, as per troubleshooting.
As for the textures, i've tried applying them via the diffuse clicky, and just dragging the texture file onto the globe in the materials window. I have alternatively tried placing my new textures in the maps directory that calls for it in the 3DS folder, and renaming my new textures to the default ones the model recognizes. It shows up with my new textures in 3DS - AND it exports successfully - however when I try to view it once I import it into Galaxy Editor, the model has the exact same flippin textures as the original model.
My question is: How do I apply textures to a unit that will appear in the galaxy editor? Is there a way to apply them inside the editor itself, because I have not been able to find those fields in the data module myself. Would there alternatively be a way to assign the textures in a way in 3DStudio that would allow it to be exported sucessfully? I have tried EVERYTHING independently including inquiring the IRC
A request for how to make the Supernova Firewall please!
Making it is simple. Make sure for your map that you include Campaign in your dependencies. The firewall is a unit called Wall of Fire. Do a search for it and it will be right there. I haven't messed with it though to know how you can manipulate it. That might be the more difficult part.
Making it is simple. Make sure for your map that you include Campaign in your dependencies. The firewall is a unit called Wall of Fire. Do a search for it and it will be right there. I haven't messed with it though to know how you can manipulate it. That might be the more difficult part.
Okay thanks! I'm still new to this. Now I need to figure out how to get it to move across the map -_-
Hello! I've been trying to figure out how to make that Ability from wc3 which increases the heroes attributes, but with no luck. Would be very appreciating if some one could make a guide/tutorial about that. Thank you!
Okay thanks! I'm still new to this. Now I need to figure out how to get it to move across the map -_-
Your best bet is to open the campaign map 'Supernova' and looking at the triggers to see how they did it.
To sum it up they create a wall of fire at a point located on the top left of the screen by calling a trigger after the little intro scene.
They then issue an order to the unit (wall of fire) to move to the top right of the screen.
If you don't want to create a wall of fire using triggers, simply place one in your map and then create a point parallel to the top of the wall of fire. You can then use a trigger:
event: Map Initialization
variables: none
conditions: none
actions: unit - issue order
change the unit to the wall of fire(found in the values tab).
select the '(' to the left of ability command and change it to 'Order targeting point'.
Then change Point to the point you just made prior.
This will move the fire from its spawn location to the point. The unit is very slow so you can edit its movement speed in the data modeler.
Note: this will not apply any damage to units who enter the wall of fire. To do this you have to apply a behavior to a unit when they enter. If you have any trouble with applying the damage I will write up a lil solution but its late here and I need my beauty sleep :)
Hey everyone (: was wondering if a tutorial on "how to make supply depots work as gates". This seems to be a huge topic with 0 ways of making it work on youtube or here.
Your best bet is to open the campaign map 'Supernova' and looking at the triggers to see how they did it.
To sum it up they create a wall of fire at a point located on the top left of the screen by calling a trigger after the little intro scene. They then issue an order to the unit (wall of fire) to move to the top right of the screen.
If you don't want to create a wall of fire using triggers, simply place one in your map and then create a point parallel to the top of the wall of fire. You can then use a trigger:
event: Map Initialization
variables: none
conditions: none
actions: unit - issue order
change the unit to the wall of fire(found in the values tab). select the '(' to the left of ability command and change it to 'Order targeting point'. Then change Point to the point you just made prior.
This will move the fire from its spawn location to the point. The unit is very slow so you can edit its movement speed in the data modeler.
Note: this will not apply any damage to units who enter the wall of fire. To do this you have to apply a behavior to a unit when they enter. If you have any trouble with applying the damage I will write up a lil solution but its late here and I need my beauty sleep :)
Thank you so much for responding. I'm about to go to sleep but when I have time I will investigate this most definitely! My first instinct was to look at the supernova map but I couldn't figure it out so I posted my Q here. I'll play around with it and I can't figure it out I'll let you know! :)
hi all. im new, just starting to learn this editor.and i have a problem with 'snipe animation' while adding sniper ability to my units (like marine, spectre), my units didnt aim at the target, just a line of smoke. any help? ('attack animation' as well)
srr.. my poor english, im chinese
I'd like to know how to simple customize the Vortex skill of mothership in order to kill the unit it trap into the vortex (to make them disappear after skill end). I don't think is so difficult but I just can't figure out how to make it, maybe also cause I just practiced with 5-8 of your editor guide. If you can make a guide or just send me a mail, if it is so easy, it would be really appreciated :P . Hope the post is in the right place! Thanks for your help!
Requesting tutorial on how to give burrowed units underground movement like the Infestor and the Roach. Also to give burrowed unit's that don't have a default avatar while burrowed if they are visible (IE the typical burrowed Zerg unit will appear showing its head or back when revealed by a detector, giving this same effect to another unit that does not, such as Kerrigan.) I understand that there are only a limited number of models to choose from for the burrowed look but anything will do.
Thanks heaps, I didn't realize that you could not run those animations for doors that are a part of the doodads collection (so unfortunately the Valhalla doors will never open...)
I've implemented a horizontal door, but now I have the problem where my units can't walk through the open door. It's pretty frustrating to have something so small be such a pain, and require so much overhead.
im stoked I can actually help out :D
Ive seen a few people talk about creating new units via copying other ones and only ending up with a black blob
if you go into the new units tree under model find where it has like.. say you copied a thor to make a new thor (we'll call it Ixion... lol) the model listed will be "thor2.mu (or w/e the model extension is I forget atm) the problem... is there is no thor2, however you can set it to thor.mu and poof, it'll no longer be a black blob and will look just like the original unit you copied
Are there any camera tutorials? I was watching that Hero Revival video and it has a simple lock/follow camera system, but I can't seem to make it work when the map initializes. Instead it moves between neutral units even though I have it set to player 1. Could anyone make/link a quick camera tutorial? If you could show how it would work in a multiplayer map that would be great.
requesting a trigger tutorial on data tables. Like their purpose and when are they useful, and how to use them properly.
Requesting a tutorial on getting units to be able to attack with 2 weapons at once, like the goliath upgrade, and how to get weapons to attack more than 1 target at a time.
Request- How to make a good boss fight Setting UI Responsive AI Boss Abilities.
@vjeux: Go
Hello, i have been working on this Starcraft2 editor lately and i have been having trouble on getting used to using the triggers, if you can make a tutorial that explains about triggers i would appreciate it. I have looked at other Trigger tutorials here on sc2mapster.com but im still having trouble, i think i need a little more explanation.
I was wondering if anyone could tell me how to make the reaper jump learnable to a hero. well, I already have it as learnable, and it works, however since the units mover is ground he doesn't actually jump up cliffs unless he's right next to them...could anyone help me with this?
A request for how to make the Supernova Firewall please!
Okay, my problem is after i've gotten the texture onto the model and done everything I wanted to with it, exporting the model is unsucessful and I receive an error. This only happens when I apply alternate textures (which look perfect INSIDE 3DS btw) and it has never happened when I tried exporting it exactly as I imported it texture-wise, as per troubleshooting.
As for the textures, i've tried applying them via the diffuse clicky, and just dragging the texture file onto the globe in the materials window. I have alternatively tried placing my new textures in the maps directory that calls for it in the 3DS folder, and renaming my new textures to the default ones the model recognizes. It shows up with my new textures in 3DS - AND it exports successfully - however when I try to view it once I import it into Galaxy Editor, the model has the exact same flippin textures as the original model.
My question is: How do I apply textures to a unit that will appear in the galaxy editor? Is there a way to apply them inside the editor itself, because I have not been able to find those fields in the data module myself. Would there alternatively be a way to assign the textures in a way in 3DStudio that would allow it to be exported sucessfully? I have tried EVERYTHING independently including inquiring the IRC
Making it is simple. Make sure for your map that you include Campaign in your dependencies. The firewall is a unit called Wall of Fire. Do a search for it and it will be right there. I haven't messed with it though to know how you can manipulate it. That might be the more difficult part.
Okay thanks! I'm still new to this. Now I need to figure out how to get it to move across the map -_-
Hello! I've been trying to figure out how to make that Ability from wc3 which increases the heroes attributes, but with no luck. Would be very appreciating if some one could make a guide/tutorial about that. Thank you!
Your best bet is to open the campaign map 'Supernova' and looking at the triggers to see how they did it.
To sum it up they create a wall of fire at a point located on the top left of the screen by calling a trigger after the little intro scene. They then issue an order to the unit (wall of fire) to move to the top right of the screen.
If you don't want to create a wall of fire using triggers, simply place one in your map and then create a point parallel to the top of the wall of fire. You can then use a trigger:
event: Map Initialization
variables: none
conditions: none
actions: unit - issue order
change the unit to the wall of fire(found in the values tab). select the '(' to the left of ability command and change it to 'Order targeting point'. Then change Point to the point you just made prior.
This will move the fire from its spawn location to the point. The unit is very slow so you can edit its movement speed in the data modeler.
Note: this will not apply any damage to units who enter the wall of fire. To do this you have to apply a behavior to a unit when they enter. If you have any trouble with applying the damage I will write up a lil solution but its late here and I need my beauty sleep :)
Thank you so much for responding. I'm about to go to sleep but when I have time I will investigate this most definitely! My first instinct was to look at the supernova map but I couldn't figure it out so I posted my Q here. I'll play around with it and I can't figure it out I'll let you know! :)
@Gasket91:
Isn't that pretty simple? Just trigger it so that if a unit comes within a certain distance, the depot uses its burrowing ability.
hi all. im new, just starting to learn this editor.and i have a problem with 'snipe animation' while adding sniper ability to my units (like marine, spectre), my units didnt aim at the target, just a line of smoke. any help? ('attack animation' as well) srr.. my poor english, im chinese