How do I make a players name appear in place of the units name? I saw these values: %name% %locale% in the text editor. I also saw similar values for displaying the 3/3 or 0/3 that appears above the refinery. So I thought I'd try just putting these %word%s in different orders, different filler words.. different orders and I didn't have any luck. I tried using the catalog field set through triggers and just got lost completely. There is an action for "set unit info" and i set it to "name of player" but that only changes the attributes info that displays below the units name. I'd even be happy with the hover UI of a unit being players name. Any tips would be appreciated!
- Curse Premium
Member for 6 years, 1 month, and 21 days
Last active Thu, Feb, 1 2018 18:07:58
- 0 Followers
- 363 Total Posts
- 0 Thanks
May 23, 2016Posted in: Data
I've got units, aka trees and units with invisible models being created via triggers. The number of these units adjusts with the #ofPlayers in the game. Not sure if the map will attach but if it does, take a look. Open and test. If anyones interested in working on this with me let me know.
I want the terrain texture to change beneath the invisible water unit. When the water unit is created, a terrain deformer actor lowers the terrain. I need something to change the texture also. Hope the image makes things more clear. Thanks for the help ahead of time.
Link to how I made the terrain deformer: http://www.sc2mapster.com/forums/development/data/125819-terrain-deformer-solved/#p1
May 22, 2016Posted in: Team Recruitment
What is it?
Team Genesis is a custom map making team hosted at sc2mapster.com which can be found here. It is the largest and most active team on SC2mapster.
What is it like to be on the team?
It's usually pretty fun to be able to drop ideas off randomly for a joke or serious consideration. It's nice to have a handful of brains from different experience levels to provide feedback and solutions. We are mostly active on Skype communicating to resolve every issue we come across. We discuss maps, ideas, and other things mostly related to the editing community. Our SC2mapster page is used for formal notices and team organization, usually a great place to share notice of inactivity or discuss ideas and concepts that can be enriched by outside outlook and perspective.
What are the members like?
Each individual in Team Genesis has differing amounts of experience in various areas. If you'd like to see other maps the team has made, feel free to visit the homepage or contact any other member. We are a team of editors; everyone here has experience. We all prefer the group-approach to mapmaking because it rewards us with more meaningful and fruitful efforts.
Our goal is to improve our skills by creating games that deserve the Team Genesis stamp. Combining our knowledge and skills, weak or strong, is the best way to get things done. Most of us love editing and enjoy the opportunity to present new techniques, sometimes by showing off the skills we have, and other times by solving each others problems. We are always willing to help another member.
This is not a team where you start with nothing to offer;, you have to be willing to help in any way possible and we will return the favor gladly. Generally, our members focus on one aspect of editing so that the combined scope of all members is greater.
What things are required by Team Genisis?
Our two ways of communicating and sharing files are Skype and the website SC2mapster.com. TeamViewer is also a program we use for direct support of helping each other. Last but not least, the team Genesis home page only accepts those who have work they are proud of. Please attach a basic description of your proudest project to your profile (no map file required). Add your Map here by clicking "+Create a new map". Basic knowledge of the editor is also needed. We accept editors who have no experience, but we are looking more for members who intend to stick around. Most Importantly, we need members that are going to be an asset for the team.
Our dream is to be a renowned group that actively pumps out games that are both unique and/or high quality. If interested, please check us out @ our Home page.
May 18, 2016Posted in: Data
Right now I have the terrain lowering, exposing water. but the shores/beach... edge of the water doesn't look natural. I'm hoping there is another actor type, similar to terrain deformer, that alters the terrain texture beneath a unit when it is created.
I dont want to resort to using creep and retexturing it.. and making a unit have the creep generator behavior because it isn't smooth, doesnt blend well.... isn't as nice. Thanks!
May 17, 2016Posted in: Team Recruitment
The SCV Team is a game made by Daniel. Gave me permission and even some tips for remaking his game. The goal of that game is to survive wave after wave of zerg units. You can level up, unlock new buildings. Its such a simple game while still has over 1000 ratings, above 4 stars. I enjoy it but I feel it could use a more visually pleasing update. I'm going to make a protoss version. Already have a bit of the work done and id like someone to make progress with, bounce ideas etc. Specifically, what inspired this post, is I'm at work... and I sleep lol so progress isn't being made. This simple project, although started 3 days ago, has things that require some research. These things are extra and have little to do with the games function. This project is taking longer than I expected and this could be a great map for anyone whos looking to boost their own popularity in the community or looking to add a map that boasts simple design can win over complex ones. Anyway, PM me and ill check this. I have been editing since 2012. Im alright. Just need footwork and someone willing to research.
May 17, 2016Posted in: Data
Isn't doing anything visually Had help with someone who used a terrain deformer with an effect (no idea what that means). I'm much stronger in triggers and actors are the only way I can alter the terrain.
What I'm trying to do...
I want to create lakes. I have water just under the terrain. I have a trigger creating an invisible "Dynamic Pathing Blocker 8x8" unit from the "Liberty.SC2Campaign" dependency. The unit is being created once in the same place. I have vision of the area every time so I know where it is. I want the unit to block pathing and lower the terrain.
This is whats happening:
Nothing! I have trees randomly generating. The unit is blocking pathing because trees aren't being created within the footprint, but the terrain isn't lowering.
My bigger issue is that the posts I've found are so vague. I literally need a screenshot of a functioning terrain deformer actor because details are left out. I've been trying at this for 3 hours... reading, searching. plz help. Thanks.
First of all, Just to be clear, Terrain Deformer is just an actor type. Meaning you have to create it in the Actors tab and set the type to Terrain Deformer. (I thought you could do something like UnitBirth>Terrain Deform with Values.)
The only terrain deformer values that are needed to lower terrain are "Height Delta" and "Influence Range". I have -5 for height delta because I want it to lower the terrain. I have 5 for influence range because the footprint of my unit is 8x8... so cutting 8 in half is 4 spaces from the center of the footprint. but for prettying reasons, 5 allowed for just enough space.
Find your units Actor. Which would be named pretty much the same as the name of the unit. You could also find it in the lower left window of the data editor, in the units tab, with the unit you are adding the terrain deformer to, selected. Scrolling down past units abilities, you should see actors. Inside your units actor, at the bottom of the "Actor: Events" list, I added the following:
Right-Click> Add Event>"Msg Type:" Unit Birth. Ignore "Source Name" and "Sub Name". On the next line below, green icon just like the action icon in triggers.. Change "Msg type:" to "Create". Change "Name" to "Actor". Then just below that, Find your Terrain Deformer Actor that you created. and press ok.
Create your unit!
Apr 22, 2016Posted in: Map Review
Might I recommend a skype channel for live discusson for each map? You'd provide the link to the channel here, and ppl could chat live with the creator about the map. could be great for networking as well!
I love your comment about differing perspectives. no perspective is right or wrong, better or worse.
Apr 19, 2016Posted in: Map Review
Thanks War for refering me to this page. Check out Axis of Chaos. 1v1-4v4 Tug of War. Really been implementing some changes lately. Added a votekick system, a Help text-based tutorial (shared 3 days ago to sc2mapsters assets page), Unit balance changes, Would love a stream of thought while playing, but that would require a video recording. Any feedback welcome. Really want to tackle any first time player confusions and obvious imbalances. Really will appreciate the publicity.
Will be adding voting for FFA mode, and FFA mode, when 4 players are detected in the game.
Sep 27, 2014Posted in: Terrain
Easily forgettable, I mean, you don't remember exactly where this area was compared to the last. I'd like a black mask everywhere your units do not have vision, so a player could feel lost or uncoordinated.
You do have a good point about "animated doodads (wisps, ghosts, ect) combine well to draw the eye away from the terrain". Maybe I could allow some eye catching neutral wandering units to add to the confusion, that would be randomly created somewhere in map init.
Post some pics of your custom cliff level terrains. Saw your stuff on facebook. Making melee maps, "paint and play" is where I started. Then I discovered the crazy "other" units that were in the story.. put them in my maps just like you have, but then I wanted to do more... I'd like to see something unique. You seem to have a passion for terraining. Show me a really beautiful, functioning waterfall. By functioning, I'd like it to be pathable for ground units, but impathable for flying units to go through any doodads you might use. Basically, something I might use in my terrain. That is, if you are up for the challenge. :D
Sep 24, 2014Posted in: Terrain
I need a sprawling, inconsistent, forgettable and confusing, yet beautiful 224x224 terrain. Minimal Doodads. This is for a game I am working on called Templar Order. Currently I am working on the terrain on my own. I'd like someone just as skilled or higher to continue in their own style, or start over from scratch.
The game is some-what inspired by Dark Deeds, The SCV Team, and my passion for the mythical story behind Zeratul and the dark Templars. The difference from other games is the blend of the genres with a leveling hero and incoming waves of hostile units. I'm sticking to the protoss lore, and even more specifically that of the Templar. I've managed to use mostly custom models found on sc2mapster, have had help with retexturing them.
PM me if interested and only if you are available to do the entire thing in a timely manor. Currently I am doing it very slowly and I don't need help to go slow; I need help to speed up this process.
Apr 25, 2014Posted in: Tutorials
Anyone who wants to replace the ingame UI resources, displayed at the top of their screen.. Just import your new (.dds format) image file with (64x64pixels) named as "icon-mineral-nobg"(for example) set your "File Path:" to "Assets\Textures\" and press save.. todah! your mineral image will now show the picture you have imported.
the texture names are:
icon-gas-protoss-nobg.dds =Protoss Gas
icon-gas-terran_nobg.dds =Terran Gas
icon-gas-terran-nobg.dds =Terran Gas
icon-gas-zerg_nobg.dds =Zerg Gas
icon-gas-zerg-nobg.dds =Zerg Gas
icon-supply-protoss_nobg.dds =Protoss Supply
icon-supply-terran_nobg.dds =Terran Supply
icon-supply-zerg_nobg.dds =Zerg Supply
Assets\Textures\icon-energy-nobg.dds =Energy AKA Terrazine (Hidden by Default)
icon-health-nobg.dds =Custom Resource (Hidden by Default)
icon-highyieldmineral-nobg.dds =Rich Mineral Field > Listed last because it is not apart of the ingame UI. But if you would like to replace this texture, you would use this name to do it. The same applies to all names listed previously. Simply Import any file, with size and format listed above, using any of the names and the "Assets\Textures\" file path and all should be well ;)
- To post a comment, please login or register a new account.