I'd like to ask for your opinions on the best way to trigger a rain storm in a map. I'm new to the editor and I see that rain effects are doodads placed around the map. Is there a way to trigger doodads on/off? If so, is the best solution to place these rain doodads all over the map and toggle them on/off? Or is there a global weather effect that I'm missing?
If it's possible to toggle a doodad on/off, would you please explain how this is accomplished?
I know that's a lot of questions and I appreciate any insights you can share.
Download and place the Weather file in your StarCraft II / Mods folder
Open your map.
Click File and Dependencies...
Click Add Other...
Scroll down to Weather.SC2Mod and click OK.
How to add weather:
Open Trigger Editor.
Create a new trigger with the event of whatever you wish (Periodic Event is probably best).
The action is easily done by creating a + Weather.
Tips
The snow setting is actually rain; I don't know why but it is. Best way to make snow on the other hand is to place Weather Char - Ash and set their custom color to white.
I am making a third person shooter and I use this in my weather trigger which creates a new weather every 10 seconds around each player unit that lasts 10 seconds.
Interesting. How much lag does the weather cause? Can low-end computers run the map without a severe drop in framerate? I might add this to one of my maps as well.
Any third-party add-on to the Galaxy Editor will most likely cause at least some lag issues, especially since the add-on is in BETA. Also I'd suggest testing it privately with some friends on Bnet to see how much it would affect the overall loading/fps drops when active compared to not active. Checking on Bnet is also good to make sure that others can see the weather effects since if they wont have the third-party add-on downloaded as you do.
Any third-party add-on to the Galaxy Editor will most likely cause at least some lag issues, especially since the add-on is in BETA. Also I'd suggest testing it privately with some friends on Bnet to see how much it would affect the overall loading/fps drops when active compared to not active. Checking on Bnet is also good to make sure that others can see the weather effects since if they wont have the third-party add-on downloaded as you do.
I suppose you could publish the weather mod privately on bnet so other players are forced to download it when loading your map.
Possibly. I just know adding in third-party add-ons can sometimes not show for the other players or cause serious lag issues. Especially when it comes to weather effects. I'm not sure how big the add-on is since I haven't check it out but if it's works and looks really good then I'm going to assume it takes a good amount to run. Add that with your map full of custom data, triggers, terrain, server connection, player internet connection and computer hardware there is a good chance you could get a bad result when going live on Bnet. A lot of people lag within in custom maps due to too much happening at once or too many units on the screen. I couldn't imagine spawning rain like doodads across an entire map with up to 12 players in game all at the same time.
Also. If the add-on doesn't download with the map on Bnet, loading it up privately wont work. Not even if you did it publicly. You would get the same issue as if you were trying to use the "General - Set Next Map" action. Which works offline if you set up your folders correctly, but does not work online at all.
@BasharTeg: Go
Also. If the add-on doesn't download with the map on Bnet, loading it up privately wont work. Not even if you did it publicly. You would get the same issue as if you were trying to use the "General - Set Next Map" action. Which works offline if you set up your folders correctly, but does not work online at all.
I'm not sure what you mean. Maps stream published mod data when loading now, even if you're testing the map. I've been able to edit easily from different locations because of this. You should only see an issue if you're trying to edit without an internet connection...
Actually I've noticed a bit of a lag spike when starting the game. I am pretty sure the library causes it and for what reasons I am unaware.
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
I'd like to ask for your opinions on the best way to trigger a rain storm in a map. I'm new to the editor and I see that rain effects are doodads placed around the map. Is there a way to trigger doodads on/off? If so, is the best solution to place these rain doodads all over the map and toggle them on/off? Or is there a global weather effect that I'm missing?
If it's possible to toggle a doodad on/off, would you please explain how this is accomplished?
I know that's a lot of questions and I appreciate any insights you can share.
Download: Weather - Beta 3.1 made by DarlD.
Installation:
How to add weather:
Tips
@admielke: Go
Interesting. How much lag does the weather cause? Can low-end computers run the map without a severe drop in framerate? I might add this to one of my maps as well.
@BasharTeg: Go
Any third-party add-on to the Galaxy Editor will most likely cause at least some lag issues, especially since the add-on is in BETA. Also I'd suggest testing it privately with some friends on Bnet to see how much it would affect the overall loading/fps drops when active compared to not active. Checking on Bnet is also good to make sure that others can see the weather effects since if they wont have the third-party add-on downloaded as you do.
I suppose you could publish the weather mod privately on bnet so other players are forced to download it when loading your map.
@BasharTeg: Go
Possibly. I just know adding in third-party add-ons can sometimes not show for the other players or cause serious lag issues. Especially when it comes to weather effects. I'm not sure how big the add-on is since I haven't check it out but if it's works and looks really good then I'm going to assume it takes a good amount to run. Add that with your map full of custom data, triggers, terrain, server connection, player internet connection and computer hardware there is a good chance you could get a bad result when going live on Bnet. A lot of people lag within in custom maps due to too much happening at once or too many units on the screen. I couldn't imagine spawning rain like doodads across an entire map with up to 12 players in game all at the same time.
Also. If the add-on doesn't download with the map on Bnet, loading it up privately wont work. Not even if you did it publicly. You would get the same issue as if you were trying to use the "General - Set Next Map" action. Which works offline if you set up your folders correctly, but does not work online at all.
I'm not sure what you mean. Maps stream published mod data when loading now, even if you're testing the map. I've been able to edit easily from different locations because of this. You should only see an issue if you're trying to edit without an internet connection...
@BasharTeg: Go
Yes, but you were talking about uploading the mod separately if others weren't able to see the effects.
I assume it would be the same as loading a map within a map, which doesn't work.
Mod is already uploaded to b.net and it causes no lag what so ever.... So ya.
@DarlD: Go
Actually I've noticed a bit of a lag spike when starting the game. I am pretty sure the library causes it and for what reasons I am unaware.
This mod doesn't work anymore, if you try to use +Weather it says Invalid parameter list and won't compile the trigger.