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    posted a message on Updated Campaign Listing

    Thank you guys. Can you update this page: https://www.sc2mapster.com/projects/custom-campaign-initiative/pages/list-of-custom-campaigns

    with the list, please.

    What do you think, do we lose information if short description of each campaign is not writen after each campaign?

    Posted in: General Chat
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    posted a message on 5 workers / resource

    Hey. I would like to test resource gathering similiar to Warcraft3 undead / night elf gold mines. So I wish to limit workers per mineral field/vespene geyser to 5. Is that possible? I know the "Bypass resource queue" but I dont know how to limit how many workers can gather at same time.

    Posted in: Data
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    posted a message on Updated Campaign Listing

    Hi. You can get most of the links quite easily by copy-pasting text from List of Campaigns page.

    No need to list Hand of Humanity because I will gather all my stuff under Resource Curse from now on.

    Resource Curse

    Posted in: General Chat
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    posted a message on Ascension Ability

    Hey. I have not edited Primal Kerrigan but I think you can try this with Hydralisk/Lurker or Roach/Ravager too.

     

    I believe it is easiest to create new behavior for this purpose.

     

    I dont know what kind of map you are making but it is also possible to create upgrade (Evolution Chamber for example) that morphs the unit.

    Posted in: Data
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    posted a message on BanelingEggNestVoid and Terrorzor sounds [SOLVED]

    OK. I found solutions.

     

    BanelingEggNestVoid was easier, there was (Basic) Event: Events +    in actor.

     

    For Terrozor/Tyrannozor there was Field (Basic) Animation: Events +    in model.

    Posted in: Data
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    posted a message on BanelingEggNestVoid and Terrorzor sounds [SOLVED]

    Hey. BanelingEggNestVoid and Terrorzor make noise while standing still in editor or in-game. How to remove it?

     

    I tried to remove sound emitter event but no succes.

     

    EDIT: BanelingEggNestVoid not Infested Cocoon

    Posted in: Data
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    posted a message on AI Skips waves

    Hey. I recommend to use AI editor for attack waves. Triggering attack waves is "old" way to do this.

    Posted in: AI Development
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    posted a message on Weekly Terraining Exercise #272: Terror from the Deep

    Hey. I have made underwater mission 2016 and DeltronLive has made video of it:

     

    In general it is quite challenging to get the underwater theme right with water height and lighting.

     

    On video I have used Xel'Naga Caverns lightning. I believe texture is some desert texture.

     

    On screenshots I used Haven tileset and lighting. Water is "Default" height is 14.00.

     

    Doodads: Rock, Rock Large, Purifier Foliage Clumps

     

    Textures: Haven Dirt with foliage 2.00

     

    Units that have tentacles work fine in water since their animation looks bit like swiming.

    Posted in: Terrain
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    posted a message on Show trees / rocks in minimap [SOLVED]

    A screenshot how minimap works when doodads are created as units.

    Posted in: Data
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    posted a message on Show trees / rocks in minimap [SOLVED]

    OK. I solved this by recreating "Rock" doodad as unit. This way it is also possible to create destructible doodads. Solved.

    Posted in: Data
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    posted a message on Show trees / rocks in minimap [SOLVED]

    I have modified minimap radius for units but doodads have different amount of data fields. Minimap icon worked for doodads but I want that "Rock" doodad has generic white square radius of 0.50 on minimap. For units minimap size can be changed from (Basic) UI: Minimap Radius field. Doodad "Rock" is not unit technically.

    I will test creating "Rock" as unit too.

    Posted in: Data
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    posted a message on Show trees / rocks in minimap [SOLVED]

    Hey. Is it possible to have minimap icons for doodads like units have? In general minimap does not give much information for player if there is forests or rocky areas. Like forests are green in Warcraft2 minimap.

    Posted in: Data
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    posted a message on Pylon Power/Unpower visuals [SOLVED]

    Thank you! Solved.

     

    "Macro" was the important word that lead to right direction.

    Posted in: Data
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    posted a message on Pylon Power/Unpower visuals [SOLVED]
    I have created Gateway that basicly works without power but I need help with unpowered effect visuals.

     

    What is easiest way to cut the linking? Main idea in my mod is that Protoss does not use power at all.

     

    So I need to tell the Gateway actor/model somehow to ignore the unpowered effect.

    Posted in: Data
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    posted a message on [Data] Protoss powered buildings without pylon + zerg builds off creep no damage

    Hello. Bumping really old thread.

     

    I have created Gateway that basicly works without power but I need help with unpowered effect visuals.

     

    What is easiest way to cut the linking? Main idea in my mod is that Protoss does not use power at all.

     

    So I need to tell the Gateway actor/model somehow to ignore the unpowered effect.

    Posted in: Tutorials
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