How to make a trigger which detects the damage you did with the last nuke and print that out on screen? Should work with multiple players and multiple nukes going down simultaneously (with a few seconds in between) by the same player.
UPDATE*
If done it myself and after a couple iterations, it is quite fail-proof. If you need the code (only 2 Triggers รก 5 lines), send me a PM or something.
Well in triggers you can set it up where whenever your unit learns a new attack ability have him remove all the other weapons ability.
also for the hellion gun, you may have to idk make a new model just for the gun and then attach it onto whatever unit it is. To do this you'll have to go into triggers under ACTORS add actor onto model.
Okay guys I'm making a FIVE NIGHTS AT FREDDY'S base off game called FIVE NIGHTS AT TERROR and everything is going great I just now started working on all the trigger for night #2 However I'm using alot of animation in this game and it's taking a realllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllyyyyyyyyyyyyyyyy long time for the editor to finally let me test the game. Is there a way how I could speed it up so i dont have to wait 20 minutes just to test out one or so little triggers to see if it's working right? I also have all my graphics set to low. if that helps it any.
Okay guys I'm making a FIVE NIGHTS AT FREDDY'S base off game called FIVE NIGHTS AT TERROR and everything is going great I just now started working on all the trigger for night #2 However I'm using alot of animation in this game and it's taking a realllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllyyyyyyyyyyyyyyyy long time for the editor to finally let me test the game. Is there a way how I could speed it up so i dont have to wait 20 minutes just to test out one or so little triggers to see if it's working right? I also have all my graphics set to low. if that helps it any.
You have a few options.
Move StarCraft II installation directory to a SATA connected Solid State Drive. A reasonable one can load all the required assets from disc in a matter of seconds from being non-cached.
Install more memory. The extra memeory can be used to cache more assets thus speeding up the testing process. It will still take 1 minute odd when first hitting the test button but after than it should take seconds.
Disable the trigger profiler/debugger. This adds considerable load time when starting as well as slows down the trigger initialization.
Close background applications to free memory for asset cache. This is the budget alternative to installing more memory.
Wait for Legacy of the Void which uses CASC. The system is said to preform better than the currently used MPQ it will replace.
If on a laptop make sure it is plugged into a charger and enable performance mode under power management. This gives the editor and game more resources to use potentially making them work faster.
Defragment your hard disk. A poor mans alternative to getting a SSD which usually has no effect.
Overclock your system for higher performance. This does have risks associated with it so should only be done with decent understanding of the field.
I am guessing your system has too little memory. Running both the Editor and Game at the same time can take upwards of 3 GB of memory which many older systems may struggle to provide while running background applications and keeping a reasonable file cache.
Ive been using the map editor for sometime now and know a bit more than the basics of map making but only a little bit.
Ive come across a problem with a map im trying to make or be it just a unit. Its a 3 part problem I have a plant or small tree and the first thing I would like to do but cant is make it spawn copys of its self. The second thing I want to do is give it a life time and the final thing id like my plant to do is start of small and grow over its life span.
Sorry for my noob question. I'm a total beginner for SC2 modding but I would like to make a multiplayer mod that uses the known SC2 skirmish maps but with different tech trees for the factions. I would like to add units and structures from the campaign (like the dragoon or the impaler colony) to the regular tech trees.
Is this even possible? Would be great if someone could explain it to me or point me in the right direction :)
Thanks but this is almost useless. It's more about map making than anything else. I need to know the basic setup for a multiplayer mod that is not based on map making but tech tree alteration.
Then you should skip to the following video of the playlist: . To understand how you can alter tech-trees you have to understand how to use the data editor.
Then you should read about "extension mods", because they are essentially what you want, an alteration to tech-trees/gameplay while still granting support for all standard melee maps.
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How to make a trigger which detects the damage you did with the last nuke and print that out on screen? Should work with multiple players and multiple nukes going down simultaneously (with a few seconds in between) by the same player.
@Mugumaster: Go
Well in triggers you can set it up where whenever your unit learns a new attack ability have him remove all the other weapons ability.
also for the hellion gun, you may have to idk make a new model just for the gun and then attach it onto whatever unit it is. To do this you'll have to go into triggers under ACTORS add actor onto model.
@mothballs93: Go
wtf wrong reply lol
Okay guys I'm making a FIVE NIGHTS AT FREDDY'S base off game called FIVE NIGHTS AT TERROR and everything is going great I just now started working on all the trigger for night #2 However I'm using alot of animation in this game and it's taking a realllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllyyyyyyyyyyyyyyyy long time for the editor to finally let me test the game. Is there a way how I could speed it up so i dont have to wait 20 minutes just to test out one or so little triggers to see if it's working right? I also have all my graphics set to low. if that helps it any.
You have a few options.
I am guessing your system has too little memory. Running both the Editor and Game at the same time can take upwards of 3 GB of memory which many older systems may struggle to provide while running background applications and keeping a reasonable file cache.
A tutorial on how to do and manage (import/export) animations for existing or imported sc2 units for 3ds max would be nice.
Kind of like a more detailed 3ds max version for this if possible: http://www.sc2mapster.com/forums/resources/tutorials/36502-blender-how-to-create-an-animation-m3a-for-an-existing/
Hi There
Ive been using the map editor for sometime now and know a bit more than the basics of map making but only a little bit.
Ive come across a problem with a map im trying to make or be it just a unit. Its a 3 part problem I have a plant or small tree and the first thing I would like to do but cant is make it spawn copys of its self. The second thing I want to do is give it a life time and the final thing id like my plant to do is start of small and grow over its life span.
Any Help would be Epic thanks
Hi Could someone send me a guide or show how to do a new unit from scratch without the copy? How to make own unit from scratch. Thanks
@TinyPL: Go
Have you checked here? http://wiki.sc2mapster.com/Tutorials
There's several unit ones.
How to apply death model to unit make from scratch. When unit die just disappears.
Thanks For Help.
@TinyPL: Go
I think it is under "combat" in the unit's actor.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
@fishy77: Go
But where And what do?
@TinyPL: Go
Under the actor -> Combat: Custom Death+
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
How to change the distance of base building next to minerals.
Thanks for Help
@TinyPL: Go
I would post this in data or triggers. Not here.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
Could someone make a tutorial on recreating the Liberator anti-ground morph and area-limited weapon?
Sorry for my noob question. I'm a total beginner for SC2 modding but I would like to make a multiplayer mod that uses the known SC2 skirmish maps but with different tech trees for the factions. I would like to add units and structures from the campaign (like the dragoon or the impaler colony) to the regular tech trees.
Is this even possible? Would be great if someone could explain it to me or point me in the right direction :)
@Graudenk: Go
I'd suggest starting here to pick up basics. Then progress into more advanced stuff like tech trees... (but there is some of that in here anyway).
@Rohime
Thanks but this is almost useless. It's more about map making than anything else. I need to know the basic setup for a multiplayer mod that is not based on map making but tech tree alteration.
@Graudenk: Go
Then you should skip to the following video of the playlist: . To understand how you can alter tech-trees you have to understand how to use the data editor.
Then you should read about "extension mods", because they are essentially what you want, an alteration to tech-trees/gameplay while still granting support for all standard melee maps.