I'd very much like to see an advanced leaderboard tutorial. One that includes kills, minerals and gas earned by each player and have the leaderboard update whenever people leave the game. It'd also be very nice to have the 'best' player get pushed to the top of the leaderboard if possible. Some good tutorials about making quality UI elements would help a lot of mappers out there push out better maps for the entire community to enjoy.
hey im trying to make a store were when you kill people you get money ( MULE's) and when you take say 5 to a beacon they die (you spent them) and you get that item. what i cant figure out is what trigger has the event in wich multiple units enter a location it just lets me pick any or a specific unit please help im stuck
Someone needs to make a tutorial on effect-markers and target sorts. As many of you already know, they help when creating autocast single target abilities that will keep casting on a target after it has been 'marked' by right clicking on it.
Many people have asked how to do this but I just don't have the time to go over markers and target sorts and how to use them to get a unit to keep firing on the same target without using buffs and area searches.
So hopefully if someone gets time, they can make a tutorial on effect-markers and target sorts.
I'm working on a map atm where each of the three races starts with a hero. That hero levels up to 20. however, at level 5 the player must make a choice as to the path of the hero. For example, the basic hero begins as a Marine. At level five the player decides whether the hero becomes a Firebat or a Marauder. I want to use a custom UI window button for the choice, one similar to skill trees I see in many RPG style maps(I cannot find any tutorials on how to make those kinds of windows); however only 2 buttons. They click Firebat or Marauder and bam, the hero is transformed into that hero version of the unit.
To add to the difficulty upon reaching level 2 and every level there after they get a skill point similar to Warcraft 3 and at level 2 they unlock 2 abilities unique to the form with which to put points into. So the new form at level 5 needs to not only replace the old, but it must carry over its attributes, learned abilities at the rank learned as well as any unspent skill points. I have no clue how to do the carry over of the ability ranks and stats but I think with some time I could work out the transformation.
When the player chooses a path, say Marauder, they unlock 2 new abilities unique to the form that require skill points to learn and improve. At level 10 the player is forced to make another choice; because they chose Marauder they must now choose between Ghost, Reaper or Medic forms. (I want to make a UI window for this selection as well) once you choose one of these three (final selection) you unlock 2 new abilities unique to the form with which to put points into but they still keep the old abilities. And at 15 they unlock their final ability. Every learned ability except for the last at 15 has 3 ranks.
So the jimmie of it is I need to know how to create UI menu buttons that upon click transform the hero into a new unit (or replace it with a new unit) but carries over the attribute stats, learned and unlearned abilities at their learned rank as well as any unspent skill points.
Any help or clues to help me unravel it would be awesome.
No abilities mess with the attributes and because I know how the stats scale per from I can just create a new Stat behavior for each from if the hero is being replaced instead of transformed.
EDIT: Just to clarify...
I dont actully want to use a skill tree. I want a small 2 button window to pop up next to the hero's selection icon to the right above the comand card. After the player makes a selection the window will vanish. at 10 the same thing happens but with 3 icons to choose from.
I was origonally planning to have a "Hero structure" dedicated to this instead. It would also house the rez button.
I instead decided to use the pop up menu to decide the transformation and to put the rez button on the home structures; ie nexus and the various hives and comand centers. My idea was that if the hero died they could rez at any one of current home structure which would make it eaier to move the hero back into the place for them.
AI is something that I will be working with in depth soon. Controlling attack waves, what units are attacking, how often - all by setting the AI for a working, computer controlled base as opposed to create units - order units to attack like in TD maps.
Also things like having a computer player attack only with air or start off being fairly passive and gradually getting more aggressive. I have not yet found a tutorial for this so if anyone knows of one already in existence, please let me know.
hmm tried searching but having no luck. what im looking for is a basic tug map tutorial from start to finish.
have the concept down just looking for the implementation, ie how you scan the builings to see what to build/upgrade units etc.
Is there a more current tutorial on how to make items and inventories? All the tutorials in the wiki are severely dated. The last one came out in July.
I'd very much like to see an advanced leaderboard tutorial. One that includes kills, minerals and gas earned by each player and have the leaderboard update whenever people leave the game. It'd also be very nice to have the 'best' player get pushed to the top of the leaderboard if possible. Some good tutorials about making quality UI elements would help a lot of mappers out there push out better maps for the entire community to enjoy.
I'd like to see a tutorial on making dialog boxes, maybe the more advanced ones. :)
hey im trying to make a store were when you kill people you get money ( MULE's) and when you take say 5 to a beacon they die (you spent them) and you get that item. what i cant figure out is what trigger has the event in wich multiple units enter a location it just lets me pick any or a specific unit please help im stuck
Dependencies.
Please.
I just hate them so much, and would be great if someone manages to explain clearly how they work.
Thanks :S.
I'd like to see a tutorial on how to make a dialog that updates and keeps track of a player's score
Is there an attach model to another model tutorial yet?
Someone needs to make a tutorial on effect-markers and target sorts. As many of you already know, they help when creating autocast single target abilities that will keep casting on a target after it has been 'marked' by right clicking on it.
Many people have asked how to do this but I just don't have the time to go over markers and target sorts and how to use them to get a unit to keep firing on the same target without using buffs and area searches.
So hopefully if someone gets time, they can make a tutorial on effect-markers and target sorts.
I'm working on a map atm where each of the three races starts with a hero. That hero levels up to 20. however, at level 5 the player must make a choice as to the path of the hero. For example, the basic hero begins as a Marine. At level five the player decides whether the hero becomes a Firebat or a Marauder. I want to use a custom UI window button for the choice, one similar to skill trees I see in many RPG style maps(I cannot find any tutorials on how to make those kinds of windows); however only 2 buttons. They click Firebat or Marauder and bam, the hero is transformed into that hero version of the unit.
To add to the difficulty upon reaching level 2 and every level there after they get a skill point similar to Warcraft 3 and at level 2 they unlock 2 abilities unique to the form with which to put points into. So the new form at level 5 needs to not only replace the old, but it must carry over its attributes, learned abilities at the rank learned as well as any unspent skill points. I have no clue how to do the carry over of the ability ranks and stats but I think with some time I could work out the transformation.
When the player chooses a path, say Marauder, they unlock 2 new abilities unique to the form that require skill points to learn and improve. At level 10 the player is forced to make another choice; because they chose Marauder they must now choose between Ghost, Reaper or Medic forms. (I want to make a UI window for this selection as well) once you choose one of these three (final selection) you unlock 2 new abilities unique to the form with which to put points into but they still keep the old abilities. And at 15 they unlock their final ability. Every learned ability except for the last at 15 has 3 ranks.
So the jimmie of it is I need to know how to create UI menu buttons that upon click transform the hero into a new unit (or replace it with a new unit) but carries over the attribute stats, learned and unlearned abilities at their learned rank as well as any unspent skill points.
Any help or clues to help me unravel it would be awesome.
No abilities mess with the attributes and because I know how the stats scale per from I can just create a new Stat behavior for each from if the hero is being replaced instead of transformed.
EDIT: Just to clarify...
I dont actully want to use a skill tree. I want a small 2 button window to pop up next to the hero's selection icon to the right above the comand card. After the player makes a selection the window will vanish. at 10 the same thing happens but with 3 icons to choose from.
I was origonally planning to have a "Hero structure" dedicated to this instead. It would also house the rez button.
I instead decided to use the pop up menu to decide the transformation and to put the rez button on the home structures; ie nexus and the various hives and comand centers. My idea was that if the hero died they could rez at any one of current home structure which would make it eaier to move the hero back into the place for them.
Would my origonal idea be better?
It would be really great if there was a tutorial on how to make a shotgun (has spread, can miss).
I need one in order to complete my map, so pleaseeeee. Many thanks :)
@vjeux: Go
AI is something that I will be working with in depth soon. Controlling attack waves, what units are attacking, how often - all by setting the AI for a working, computer controlled base as opposed to create units - order units to attack like in TD maps. Also things like having a computer player attack only with air or start off being fairly passive and gradually getting more aggressive. I have not yet found a tutorial for this so if anyone knows of one already in existence, please let me know.
i need a tutorial about how to highlight doodads like in the campaign (and also trigger something when i click on it)
Tutorial about cinematic recording ingame, and showing ingame.
Are there any comprehensive tutorials on how to convert a Wc3 .mdx to a Sc2 .m3? Including any modifications to textures if necessary.
Or better yet, a drag and drop converter? Though I suppose that is too much to hope for. :(
hmm tried searching but having no luck. what im looking for is a basic tug map tutorial from start to finish. have the concept down just looking for the implementation, ie how you scan the builings to see what to build/upgrade units etc.
Humbrol
Is there a more current tutorial on how to make items and inventories? All the tutorials in the wiki are severely dated. The last one came out in July.
How to make a Parasite ability and how to make custom upgrades.
Also, how to make custom Unit models (like triceron) and what you need to make them...
how you change the supply in sc2 to make it 300
Post #300! How can you use triggers to find the closest object of something (like find the closest creep.)