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    posted a message on Changing a flying unit's height?

    You could try looking at the Loki's lift-off ability, its ability can be used even after first lifting the unit off, and it slowly levitates the unit a bit everytime it is used. Maybe that could help you...

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to copy or turn an SP unit into MP on the map and keep only the MP dependancy?

    Hi, I want to add a campaign unit into a map's multiplayer. I've seen that the edited Lost Temple phantom map has the Scout from SP, yet it seems I can't figure out how to copy an SP unit completely into MP without keeping the Campaign dependancy loaded with the map. I don't want it to remain loaded, as I don't want the SP gameplay mode with all the Terran units and lack of in-game upgrades. I also don't want to keep multiple dependancies (MP and SP), as it will mess up the map and sometimes the editor only loads the MP stuff when re-opening the map.

    Is there any way to do this or do I have to make the unit from scratch? I tried even copying the unit, but all it does is make a unit that can't be placed in the editor, and it lacks tons of other features (upgrades, effects, etc.). Do I have to start with those then copy the unit, etc?

    What is the fastest way to do this?

    Posted in: Miscellaneous Development
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    posted a message on Edited campaign map playable in campaign

    @Wizaerd69: Go

    If you have it replace the original map in the SC2 files, then yes, but it will be incompatible with BattleNet, you'll have to play it offline. Alternatively you could make a mod.

    Posted in: Miscellaneous Development
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    posted a message on Niflheim Ice Tileset (Released)

    OOoh, mind releasing the other unused tilesets, like Helios? :O

    Posted in: Miscellaneous Development
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    posted a message on Publishing limits are absurd!

    @RileyStarcraft: Go

    If I want to say, use the spectre model, I can just take the actors and art from the campaign unit. But either this will take a long time or I will have to do it from scratch which also takes time. So the campaign unit models will be hard to use in mods and maps, only the stuff that's already in multiplayer will be easy to copy. That's what I meant. I want to make a mod that uses some of the campaign stuff but to do so I have to remake some of the code from scratch or copy it piece by piece.

    As for dependencies being different, they could have always cloned a unit and made it SP only if they wanted maybe a different Hellion for campaign or still let us access the campaign stuff even while in MP mode in the editor, but not have it load up in the dependency (like you can search for say, an ability that's only in the campaign, like life steal, but it isn't in the multiplayer map unless you copy it entirely).

    And it's usually best to start with the multiplayer dependency for custom maps meant to be played in multiplayer... Anyways, it's true that I'm not very experienced with the editor. I can work with triggers easily and copy units and change some of their stats and abilities, but to a limit. I'm still learning, but some things are longer to do than they used to be with the WC3 editor. Though yes I admit it has many new great features, but I still have to learn to use those.

    Posted in: General Chat
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    posted a message on Publishing limits are absurd!
    Quote from RileyStarcraft: Go

    @AlexO6: Go

    So you're saying that should basically make an entire 2nd editor for people who don't want to invest the time to learn how the game engine works, so those people can spit out tons of crappy maps.

    If it makes me elitist then fine I'm an elitist for thinking a quality map takes hundreds upon hundreds of hours of work and if you aren't willing to spend a small amount of time learning the editor then you clearly aren't going to spend the time to make something worthwhile anyway. Really this is like going onto a forum for Photoshop or 3d studio and complaining that it's too powerful and hard to use and not catered for your personal level of (dis)interest.

    If you want a real list of stuff the editor needs here's a good place to start: http://forums.sc2mapster.com/mapping-utilities/editor-bugs-and-feedback/5279-what-to-change-in-the-galaxy-editor/?page=3#p41

    I don't think you understand. I didn't say remake the editor or make a new one, all it would have required is some small features here and there and perhaps even a tutorial (those will come anyways eventually, whether they're made by Blizzard or not). I don't have a level of dis-interest, I just want to manage my time properly. If I can do something in 20 hours or in 4 hours, I'll choose to do it in 4 hours. (Considering that the result is the same, in the context of using this editor, not talking about cleaning up a mess and botching it, or other situations, don't take it out of context...) Instead of having different dependencies, why not make it all into 1 (or at least be able to open other dependencies or mods to copy some of what they have inside. And no, it wouldn't allow for stealing necessarily, as people can easily lock mods like they do with maps. And even without this feature people would still be able to copy or steal mods.), like with WC3 and its expansion? Why not be able to copy entire units and their attachments or export them like in WC3? Now you have to load a map with the campaign dependency, copy one thing from a unit, move over to the melee dependency or your own, copy that unit's, say, effect, then do the same for every upgrade, model, effect, weapon, etc. It's not an efficient use of time available. I never said sacrifice some great feature so that the editor is easier for n00bs, but rather, add a few small features here and there to make the editor more time-efficient.

    Some great mappers made great, original and interesting maps in WC3, yet you would say that the editor is too n00b friendly. Same with SC, no?

    Also, I'm not talking about map and gameplay, but rather modding and being able to make new units by copying existing ones and editing some things, just to at least be able to test some new feature or something.

    Posted in: General Chat
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    posted a message on Publishing limits are absurd!

    @RileyStarcraft: Go

    Actually, they could've made the editor in both advanced and standard modes. Advanced mode would be like now and standard would be closer to WC3 TFT's editor, but it would lack some of the freedom of the advanced mode. That could've made things easier.

    Some features are there in a certain way, but they could always work to make them easier to use. (In example, you can always have a raw data editor, but if you add tooltips, sections, etc., it becomes easier to use it and learn from it than if you were on a text editor like notepad.) In that sense, being complicated is not absolutely the correct expression, it's rather "less user-friendly" that would fit. I picked up the WC3 FT editor and made a small mod quick and painlessly on it, but with SC2, it's not as easy to understand what to do.

    Posted in: General Chat
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    posted a message on My map has been stolen!

    Did the guy really steal your map or was it that he just wanted to play it online or distribute it, so he published it on his BNET account? Because hosting a map in stead of its creator on BNET doesn't seem like much of an issue. But then if he did that wouldn't your name still appear on the map list? If it doesn't, then it might be an oversight on Blizzard's part when they made this map publishing system.

    And guys, please, try not to jump the gun and judge the poor guy and insult him.

    "Hey I got hit by a car" "You're an idiot then! Why didn't you watch the road?" "I did, you retard, but I couldn't expect a guy's car to have an issue and start rolling, dumbass" "oh take some responsibility"

    This is the kind of issue I'm talking about. You don't know exactly what happened, stop assuming that the other guy is immediately an idiot or whatever, and don't let anger get the best of you.

    BTW, Galois, I agree that just running here for help and asking US to do something is not necessarily going to help you. I guess if you had asked nicely for help ("Hey, can someone help me figure out what to do, please?"), it wouldn't have angered some people here.

    I myself at one point submitted a mod in the Maps section and it was removed for a reason that wasn't logical (I had no image to show, but it was a mod and the project was in planning stages), so instead of insulting the guy who deleted it and getting angry, I assumed I must've done something wrong or didn't correctly understand something (or possibly the guy who deleted it), so I asked nicely on the report if what I did was ok and explained this situation and asked what I could do instead. I was told to post it in the assets section and it was all fine and dandy afterwards. Now had I incorrectly reacted to this and said something like "why the f did you m's delete this for this reason? It makes no f-ing sense!", that, would've not been helpful at all and may have ruined someone's mood. Both I and the moderator would be in a bad mood and both of us would gain nothing. Rather than assuming the other is clueless about everything, try and see what went wrong. Did you do something wrong? Or did he do something wrong? Two people don't see things or understand them the same way, nor do they think the same way.

    Posted in: General Chat
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    posted a message on Publishing limits are absurd!
    Quote from RileyStarcraft: Go

    @AlexO6: Go

    Jesus christ calm down and stop with the "Blizzard made everything deliberately hard and removed units out of spite!" shit. There are no reaver and dragoon models because they were cut when the models were still placeholders. There are plenty of models in the data files that aren't used in the game but were left in for custom maps to use. And using campaign units in a custom map is fucking trivial and if you can't figure out how to do it maybe mapmaking isn't for you.

    Woah, I think you should calm down, buddy. The thing is this editor is much more complicated in some places than WC3's for absolutely no reason. Whereas in WC3 I could copy a campaign unit, now I need to copy every little bit of the campaign unit and its attachments (models, actors, weapon, upgrades, effects, etc.) and everytime I do that, I have to change the dependencies or switch in between maps. And they weren't "placeholders", they were complete models for complete units. These units were just scrapped from MP and SP probably due to balance issues and because they couldn't fit them all in the campaign. However, it's still quite a shame that they made those models (and probably portraits), only to completely get rid of them, when they could've released them within the game's files and let us use them creatively. All this would seem deliberate on Blizzard's part to encourage people to make their own stuff rather than just copy + paste their work. In that case, I don't understand why copy + paste is so frowned upon, it's not necessarily a bad thing, you can learn that way and sometimes it just speeds things up.

    I wasn't whining (well, it was more of me expressing my annoyance and lack of understanding at this decision with the editor) nor assaulting, nor insulting anyone, hey, don't get all worked up.

    And besides, the editor shouldn't be hard to use. Mods shouldn't purposely be hard to make to assure that only some type of people make mods rather than others. When you said that it wasn't for me, you almost came off as elitist...And if anything, elitism should be buried. If I want to mod (and I want to), I will, whether I'm some great modder or not, even if you don't necessarily agree that it is a good idea.

    Posted in: General Chat
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    posted a message on Publishing limits are absurd!
    Quote from Sixen: Go

    @AlexO6: Go

    We'll be getting an updated mod for those units in the near future, from what i'm told.

    Where'd you hear that? Will this be Blizzard's making or someone else's?

    Posted in: General Chat
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    posted a message on Publishing limits are absurd!

    They also removed most unused assets (Reaver, Dragoon, Predator (the air unit), etc.), (they literally threw all that work out the window!) and made it so that it is really long and hard to try and copy a unit from campaign (say, the Spectre) into a multiplayer mod. They really are shooting us modders and mapmakers in the foot. It's as if they said "there you go, you can do all this stuff with the editor, but we still want you to make maps like you did with SC1; no custom art and no campaign stuff in multi."

    Ughhh, it's frustrating. >_<

    Posted in: General Chat
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    posted a message on Are we missing something?
    Quote from Sixen: Go

    Soul Hunter was removed, we won't be getting removed units in the Editor.

    SC1 Units should be coming in a patch soon.

    And check your PM's, please!

    How do you know that? :O Also, these models were promised to be in the game by Blizzard, ESPECIALLY the Reaver! Why remove it entirely from the game if its portrait and unit model was done?

    Posted in: General Chat
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    I can play SC2 just fine but this map, after a while...Lags alot and makes my monitor refresh more and more often...

    Posted in: Project Workplace
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    posted a message on [MISC] Converting EVE Online Models for SC2

    @7H3LaughingMan: Go

    The problem is not a 64-bit OS, but rather a 64-bit version of Photoshop. Install the plugin in the 32-bit photoshop version's folder. Once you install photoshop, you should have both a 32-bit and 64-bit installation.

    EDIT: You will always need to run the 32-bit version to be able to open .dds files.

    Posted in: Tutorials
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    posted a message on Turn-based Combat Game

    You could always have bases. Each player has a base (probably a small command center, hatchery or nexus on a hex could denote this), and destroying it prevents players from building more units. Units could be built like in advance wars, and the base could give out an income.

    Perhaps to make it fit with the different races, each race has its HQ, but can capture "resource spots" (again, capturing should work like in advance wars IMO), which increases their income, and in each resource spot, the player can build a certain "building". Ex.: Building a Barracks allows faster infantry production, (it's more of a specialization choice you make after capturing a spot) while a starport could give you access to air support (support powers, perhaps?) and what not.

    Posted in: Project Workplace
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