I found that Barrack Train ability but I tried to disable/enable some things but it didn't changed command card. I propably just did something wrong. As I writed on original post: (sorry for edits...)
""I noticed that if I used Liberty Story (Campaign) Marines and Marauders had no Stimpack in command card. It was completly missing not just grey. Without Liberty Story (Campaign) Barracks had no option build Firebat and Medic.""
So I can build those units without modifying command card but Stimpack ability is missing from Marines and Marauders command card.
If you can help me about how to disable some unit from command card that would help me with my other problem on same map. (I want to restrict production of some units such as Battlecruisers)
You can use campaign units such as Firebats and Medics by using campaign dependencies.
Click File - Dependencies... Click Add Standard... Check Liberty (Campaign) OK. OK.
Raise Liberty (Campaign) on top of list by "Move up" button. Order of these dependencies affects on some things. I noticed that if I used Liberty Story (Campaign) Marines and Marauders had no Stimpack in command card. It was completly missing not just grey. Without Liberty Story (Campaign) Barracks had no option build Firebat and Medic.
If your campaign units disappear on editor view don't worry because they actually are in your map. Test document. Usually closing your map and reopening it helps. Change order of dependencies if editor still doesn't show campaign units. Sometimes closing whole editor helps.
You can find campaign units such as Medic from Units tab "Campaign" category. Notice that you have to use "Melee" category if you want basic unit such as Marine.
When you use these dependencies you will face some problems with command cards. Look at picture "Storymode upgrades" to see example how to add campaign abilities. You propably have to do some work in data editor too to fix command cards.
I'm working a single player campaign and just like we all do I have faced problems and I want to write about how I'm solving them. I'm also doing my best to do actual tutorials about solved problems. This thread works also as a link thread to my other tutorials and other good tutorials I have found useful. Hope this thread helps people to find easy and fast answers for common problems. To understand some things better I recommend you to check my campaign and download files for inspect. You can use all triggers etc. from my maps as you want. My project: http://www.sc2mapster.com/maps/custom-campaign-initiative/pages/hand-of-humanity-campaign/ If you want to ask something I'm willing to help with basic things.
When player destroys any of computer's buildings computer rebuilds it with SCV. By using "Set the general rebuild count" trigger. Look at picture "Rebuild" at end of post.
How to do "rescuable" units (own unit moves close to it and player gains control of it) Look at picture "Rescue" at end of post. Notice this is only one way to do it - just be creative, you can use any type of event that rescues unit for you. Use "Region" tool (R) to do regions.
How to hide map area (So that player doesn't see whole map at beginning) That was simple. Click Map - Map info. Choose "Black mask" to Unexplored Areas. "Grey mask" is default value.
How to restrict production of some units/structures (for example so that player can't build Battlecruisers) using "Disallow" trigger. Look at picture Disallows / Upgrades at end of post.
How to give upgrades to current units. Look at picture Disallows / Upgrades at end of post. Notice that you have to put all 3 levels as in picture for level 3 upgrades.
When map starts how I set camera to right place. Mini tutorial: Click camera icon or press C. Press Ctrl+Shift+C to reset camera to default game view. Now go to that location what you want to see when map begins. Click "Create camera" and name it to "Starting View". Do a trigger like in picture "Camera" at end of post.
When player wins / loses map how to load next map. Use "Set next map" trigger. It works only for local files and these files have to be in Startcraft II\Maps folder. If you use mod it needs to be in Mod folder and your map need to to use this as a dependency. (File - Dependencies...)
IMPORTANT TIPS:
Try CTRL and Shift in many situations. By golding Shift you can place a tree in canyon for example. By holding CTRL you can place units and doodads easily middle of any square.
Placement grid is useful. Select: View - Show placement grid.
Press V to change between gameplay and editor view.
Hey. I'm really stuck with triggers while I can't get the idea of "Local variables" and "Conditons". I like to get few examples of some basic triggers that I can modify later for my own needs. Many maps need only couple of very basic triggers to be playable. I think many other are really stuck just like me.
So, could someone help me to do following triggers:
Enemy (computer) has no buildings -> player wins
Player has no buildings -> player loses
How to make marine for example to "hero" (=give it special name and more health or something similiar)
Player's "hero" unit dies -> player loses
Enemy attacks (only) with some specified unit type
How to restrict building of some units/structures
How to get medics, firebats etc. on map
When player destroys any of computer's buildings computer rebuilds it with scv, probe..
"Rescuable" units (own unit moves close to it and player gains control of it)
I don't know do any of those need "Local variables" and "Conditons".
Anyway some examples / tutorial should help so many people with their maps. In Starcraft1 triggers were simple in my opinion compared to 2.
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Thanks AnyILL.
I think that is right way to start fixing sounds. I still don't get how to actually link that ID to other unit. Anyone knows tutorial about it?
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Bump for this thread! Sounds disappear on some stage of copying unit.
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Thanks again Suterusu1337.
I found that Barrack Train ability but I tried to disable/enable some things but it didn't changed command card. I propably just did something wrong. As I writed on original post: (sorry for edits...)
""I noticed that if I used Liberty Story (Campaign) Marines and Marauders had no Stimpack in command card. It was completly missing not just grey. Without Liberty Story (Campaign) Barracks had no option build Firebat and Medic.""
So I can build those units without modifying command card but Stimpack ability is missing from Marines and Marauders command card.
If you can help me about how to disable some unit from command card that would help me with my other problem on same map. (I want to restrict production of some units such as Battlecruisers)
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Thanks for these notes.
I still haven't solved how to make it so that Marines have Stimpack in command card and Barracks can produce campaign units.
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You can use campaign units such as Firebats and Medics by using campaign dependencies.
Click File - Dependencies... Click Add Standard... Check Liberty (Campaign) OK. OK.
Raise Liberty (Campaign) on top of list by "Move up" button. Order of these dependencies affects on some things. I noticed that if I used Liberty Story (Campaign) Marines and Marauders had no Stimpack in command card. It was completly missing not just grey. Without Liberty Story (Campaign) Barracks had no option build Firebat and Medic.
If your campaign units disappear on editor view don't worry because they actually are in your map. Test document. Usually closing your map and reopening it helps. Change order of dependencies if editor still doesn't show campaign units. Sometimes closing whole editor helps.
You can find campaign units such as Medic from Units tab "Campaign" category. Notice that you have to use "Melee" category if you want basic unit such as Marine.
When you use these dependencies you will face some problems with command cards. Look at picture "Storymode upgrades" to see example how to add campaign abilities. You propably have to do some work in data editor too to fix command cards.
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Thanks for answer CTMRZ. A weird problem really :)
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I'm working a single player campaign and just like we all do I have faced problems and I want to write about how I'm solving them. I'm also doing my best to do actual tutorials about solved problems. This thread works also as a link thread to my other tutorials and other good tutorials I have found useful. Hope this thread helps people to find easy and fast answers for common problems. To understand some things better I recommend you to check my campaign and download files for inspect. You can use all triggers etc. from my maps as you want. My project: http://www.sc2mapster.com/maps/custom-campaign-initiative/pages/hand-of-humanity-campaign/ If you want to ask something I'm willing to help with basic things.
- - -
At first I'm linking my own tutorial about making terrain (which is part of making any map)
http://forums.sc2mapster.com/resources/tutorials/7451-terrain-how-to-do-a-basic-map-guide-with-pictures/
- - -
I have faced and solved following problems:
http://forums.sc2mapster.com/resources/tutorials/8917-misc-how-to-use-campaign-units-on-map/
http://forums.sc2mapster.com/resources/tutorials/9054-trigger-how-to-define-basic-victory-conditions/
http://forums.sc2mapster.com/resources/tutorials/9473-how-to-fix-stimpack-campaign-dependencies/
IMPORTANT TIPS:
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I'm very intrested to find a way to do this thing too.
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I found very good video. Check this:
In this video 2:48 they use "Art" tab to link model. Was much easier way to do it in my opinion.
Video was good but one problem still remains - How to add all sounds to copied character?
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I still don't understand that tutorial.
No matter do I use duplicate or copy method my "Marine2" model is still linked to "Marine" and "Marine2" doesn't have all same sounds as "Marine".
Maybe with few more pictures me and many other would understand.
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Hey. I tried to do a hero marine this way and everything else worked but all sounds didn't get copied. I didn't find a way to fix that problem,
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Hey. I'm really stuck with triggers while I can't get the idea of "Local variables" and "Conditons". I like to get few examples of some basic triggers that I can modify later for my own needs. Many maps need only couple of very basic triggers to be playable. I think many other are really stuck just like me.
So, could someone help me to do following triggers:
I don't know do any of those need "Local variables" and "Conditons".
Anyway some examples / tutorial should help so many people with their maps. In Starcraft1 triggers were simple in my opinion compared to 2.
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Problem is that when I defeat player 2 or 3 first it says "gg" or something like and it's not good thing on semi-serious custom map :)
Another problem: How to do those unit groups?
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Hi. I'm working on map that needs very simple victory / lose conditions.
I want that player 1 wins while player 2 and 3 control no buildings.
In Starcraft1 there was condition like "players controls 0 buildings -> Defeat"
Is there similiar thing anywhere? I don't want to use melee settings.
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Thanks for answer. Is that really only way to do it? It took lot of time to fix just one cliff. Can I see terrain and doodad at same time anyhow?