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    posted a message on Hero unit selection box

    How to make hero's selection box white while selected with other troops? Like Tosh or any other hero in campaign.

    Posted in: Miscellaneous Development
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    posted a message on missing stimpacks ability - campaign dependencies

    Hi. I did lot of testing and as a result I made a tutorial about Stimpack fixing. I hope this helps!

    http://forums.sc2mapster.com/resources/tutorials/9473-how-to-fix-stimpack-campaign-dependencies/

    Posted in: Miscellaneous Development
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    posted a message on [Data] How to fix Stimpack (Campaign dependencies)

    This guide is written 28.8.2010 while I'm was using editor version 1.0.3 (16291)

    - - -

    At first I want to remind you about that if you are modifying things in data editor you can't delete or modify any data that your other maps or game uses. When you change any value you can see that editor automaticly makes copy of that change which affects only to your current map. Green color helps you to notice them. Default values / dependencies are blue. You can't delete blue things so by deleting green things you are making things back to defaults. So if you make any mistakes or just want to click and test things just do it. You just can't mess things totally so go and try things. So if something goes wrong it is only wrong in your current map.

    If you are using Liberty Story (Campaign) dependency you have propably noted missing Stimpack on Marine and many other problems with campaign units command cards. On this guide we're going to fix Marine's Stimpack. I hope this tutorial also helps you to fix other command cards by same method and understand logic of data editor a bit more. Before beginning take a look at data editor and make sure your view looks same as mine so you can easily follow steps in pictures on end of post.

    At first let's make sure you use Liberty Story (Campaign) dependency. Click File - Dependencies... Add Standard, you can check all (4) dependencies. On picture "Step 1" I haven't selected Liberty Multi (Mod) while it isn't necessary for my map. Order of dependencies is important so make sure Liberty Story (Campaign) is at top.

    Open data editor by F7. Select Data type: Units. Search Marine. Click Marine - Stimpack on left bottom part of the screen. Right click and select "View Linked Object". Picture "Step 2"

    Choose Marine - Stimpack which "Source" is LibertyStory.SC2Campaign. Click "Execute" on top right part of the screen and change "Use Stimpack (Story Mode, Marine)" to "Use Stimpack". Picture "Step 3"

    Now we need to modify Marine's command card. Select Data Type: Units. Search Marine. Click Stimpack icon on command card (Ability tab) To "Requirements" change "Use Stimpack (Story Mode, Marine)" to "Use Stimpack. Picture "Step 4".

    Some posts / guides tell you to just to remove all requirements from upgrade. It's not good way to a perfectionist like me so look at pictures Before and After research to notice that my way fixes tooltip too. (=Step4)

    Posted in: Tutorials
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    posted a message on Tutorial Request

    I like to know how to do a button for unit. Something simple like how to add Stimpack to Ghosts or something similiar. I have lost my nerves too many times with missing stimpacks when using Liberty Story (Campaign) dependency.

    I'm also looking good tutorial about unit modifying. Especially sound copying like Marine's voice to my custom hero.

    Posted in: Tutorials
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    posted a message on missing stimpacks ability - campaign dependencies

    EDIT: Looks like there are many ways to modify same thing: from command card on Units category, requirements category. Don't really know yet whats best way.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] How to define basic victory conditions?

    That depends on your Player properties. Lets say Player 1 is you. And players 2 and 3 are enemies.

    Then you need to do a trigger like: [important unit] dies - End game in defeat for Player 2.

    This causes player 2 to lose but players 1 and 3 still continue the game. On my both examples one thing causes one player to lose and one player to win. That's not necessary to add both.

    Hope this helps.

    Posted in: Tutorials
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    posted a message on missing stimpacks ability - campaign dependencies

    I'm getting really tired to this problem, sorry for it :) I'm sure someone has fixed that problem earlier. Because that shows up immediately if you use Liberty Story (Campaign) dependency. I post few pictures to make sure that I made clear whats the actual problem is.

    I'm asking step by step help to fix stimpack. After it works I can propably fix rest of missing things too.

    Posted in: Miscellaneous Development
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    posted a message on missing stimpacks ability - campaign dependencies

    Thanks for trying to help. Unfortunately I still can't find these fields:

    Requirements - Show - Use - "Research Stimpack" completed

    Am I editing data at right tab? Picture below.

    Posted in: Miscellaneous Development
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    posted a message on missing stimpacks ability - campaign dependencies

    So do I need to modify abilility, unit, upgrade, unit's command card or something different? Few pictures would be awesome.

    My final goal is that I can research all campaign upgrades from buildings and so that those icons on units are grey while not researched and green when researced. (=normal way)

    Also.. If I find a way to make that work on one map can I copy it to my other maps easily?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Creating New Units - Easy!!

    Sorry for spamming this video (not mine) They use "Art tab" to connect model and I keep it much better way. Much easier to choose any model you like from list.

    Posted in: Tutorials
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    posted a message on missing stimpacks ability - campaign dependencies

    Finally more people who have exactly same problem as me :) I'm working on that thing and post immediately when I find answer.

    Posted in: Miscellaneous Development
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    posted a message on [Misc] How to use campaign units on map?

    Sorry for posting same text twice. I think this is more useful information on this thread.

    I already found answer to that unit production restriction by removing that button from Starport's command card. This way is ok if I want to make it so that neither me or computer player can't build Battlecruisers. That way doesn't work if I want so that I can't buid Battlecruisers but computer can. So technically computer uses "Build Battlecruiser" button like human player. I would like to know how to make it so that player can't build Battlecruisers and computer can build Battlecruisers. In my map I want that player has lower technology than opponent. So this problem is partly solved.

    I have done lot of testing and I'm sure that Marine's Stimpack disappear when I use Liberty Story (Campaign) from Depencies menu. In data editor I can see Combat shield (+10 hp) and Stimpack on Marine's command card. But those are missing in game. If I remove Liberty Story (Campaign) from dependencies Marines have Stimpack on command card in game but I can't build Firebats and Medics from Barracks. (+all other campaign units)

    I'm going to to do some learning how to add new button for units and try can I fix Stimpack problem that way.

    Please make a test map with marine and barracks. Try with different dependecies how it affects to these units. Do you notice same problem?

    I think reason to that Stimpack problem is that you have research Stimpack in campaign different way than in melee games.

    Posted in: Tutorials
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    posted a message on [Misc] How to use campaign units on map?

    I'm was trying that button removing wrong way. I tried to remove it by "Abilities" category and modify Stargate's "Build Battlecruiser" button :)

    So right way is to go "Units" category and there you can easily add and remove buttons from command card.

    Posted in: Tutorials
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    posted a message on [Misc] How to use campaign units on map?

    Yes, I want completly remove "Train Battlecruiser" button. How I can disable it? Do I need to uncheck something? Disable something? How to remove that button? :)

    I'm already wondering does computer use those buttons. So if I disable "Train Battlecruiser" button can computer player train Battlecruisers?

    Posted in: Tutorials
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    posted a message on [Trigger] How to define basic victory conditions?

    On this guide we are going to do two very basic conditions to define when player loses or wins. First one is very simple and second is a bit more complicated while it uses If-Then-Else action. By doing these triggers you understand trigger system better and you can modify later these triggers for your own needs.

    - - -

    Practise 1:

    We are going to do a trigger that defines how player loses. On my example I have already made a Marine hero unit called Max Järvinen. So we are going to do a trigger that makes player to lose if Max dies. If you have no hero unit on your map you can simply add some more rare unit to your map. It helps to find it easier on long lists later if you have only one Battlecruiser for example on your map.

    Open Triggers window by pressing F6 or clicking triggers. On left side of window right click and select New element (Ctrl+W). Name that trigger as "Defeat". On right side of the screen click "Events" which marked with small yellow flag. Then click bigger yellow flag (New Event) or CTRL+E.

    From left side choose "Unit" and from right side choose "Unit dies". Click green "Any unit" word on bottom of the window. To source Select "Value" and from this list select your unit which must survive. Events part is done.

    Lets do new action by right clicking on top of right side of the window. You have to be on correct area of window to get some actions done. Select New - New action. From left side select "Game" and from right side select "End game for player".

    Player number depends on it how you have set your player properties. Choose "defeat" for green "victory" text. Now we have working action for Player 1 defeat so we can copy it and use it for Player 2 victory. Click that action and copy-paste it with CTRL+C, CTRL+V. Or do it my right clicking. We only need to change "defeat" to "victory" and player number from "1" to "2". Picture at end.

    Now your trigger works if your "Player properties" are set right. To modify those click Map - Player properties. Picture at end.

    - - -

    Practise 2:

    Now we are going to define how player (=Player 1) wins the game. On this tutorial player must destroy 2 of enemy Orbital Commands and one Planetary Fortress to achieve victory.

    Let's begin by doing new variable by right clicking and selecting New Variable. Name it as "Things to destroy". Double click "Initial value" and set it to 3. Make sure its type is "Integer". (that should be default value)

    Now lets do a trigger much like we did in Trigger 1 practise. Right click on left side of window, New Element. Name it as "Destroyed". New event (yellow flags) - Unit - Unit dies. Choose some of these 3 buildings "to die". To Action we choose "Variable" from left side and from right side "Modify variable (Integer) Click green Variable text and choose "Things to destroy" to it. Change "+" to "-" (plus to minus).

    Now we have working "Destroyed" trigger and we need 2 more of these - one for each destroyable building. Copy and paste "Destroyed" 2 times. Now you have "Destroyed 2" and "Destroyed 3" triggers. You only need to change "Unit dies" event to be a building other than in "Destroyed" trigger.

    Now to final (fifth) thing that combines our earlier work. Lets do right click - New Element. Name it as "Victory", New event, choose Timer - Periodic event, every 5 seconds of game time. To actions from "General" tab choose "If Then Else". Right click "If" and choose "New conditon". Choose "Within Bounds" next. To "Value" click and select "Things to destroy". On left and right sides set 0. (0<=Things to destroy<=0)

    Select "Then" and make New Action. Game - End game for player. Make player 1 to win and player 2 to lose just like in Practise 1.

    - - -

    Okay we have done lot of things so lets think what we actually did with all these triggers. We have determined that "Things to destroy" is 3. Each "Destroyed" trigger reduces "Things to destroy" by 1. So when we destroy one Planetary Fortress or Orbital Command "Things to destroy" reduces by 1. "Victory" trigger checks every 5 seconds is "Things to destroy" 0 or more. If it is 0 then it does its Actions (=Player1 wins)

    That's a huge wall of text... I hope this tutorial helps you to understand logic of triggers.

    Posted in: Tutorials
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