• 0

    posted a message on How to edit "Help"?

    @robin374: Go

    Go in Data, select a unit and go to Tech Tree. See the attached screenshot for details.

    As far as I know, you cannot edit the "branches" of the trees in the F12 menus.

    Posted in: Miscellaneous Development
  • 0

    posted a message on SC1 Remake Ita

    @Zarxiel93: Go

    If the first three campaigns are ready, the best option would be to send the links to Jones, so he can put your version online at once.

    Posted in: Map Review
  • 0

    posted a message on SC1 Remake Ita

    Hello,

    as far as I understood through Google Translate, you are translating the SC1 campaign remake in Italian, with some additional changes of your own. This is fine of course, and everything is public domain anyway. It would have been more polite, however, to let Jones and I know you were working on the maps.

    We have three languages available, your maps and mod could easily be the fourth and that would be for the best. What you changed in the campaigns doesn't matter, as long as it is limited to the Italian version.

    Posted in: Map Review
  • 0

    posted a message on Newbie Wednesday- Ask Questions!
    Quote from EpicurusDarwin: Go

    Also when you were talkking about mods, if I have the map and a mod opened and I change something in the mod do I have to save the mod and refresh somehow in map?

    Yes you do. I just close and reload it, but there may be a more practical way.

    Posted in: General Chat
  • 0

    posted a message on Problem with camera view

    I'm currently working on the remake of the 4th episode of the SC1 campaign, The Stand, and I'm having an unexpected problem with an intro sequence. I want the camera to get closer to the ground, move around the dragoon and show the Citadel for a few seconds. However, camera002 and 003 are locked directly above the dragoon, as if Target - Pitch was 90°. Both the "preview in camera editor" and "view selected camera" give the correct view, but it doesn't work when actually in game. Here is a link for the file: http://www.filehosting.org/file/details/307725/The_Insurgent.SC2Map

    I've been unable to fix that, could anyone help?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Modifying unit lists in the Help menu

    I've tinkered a bit on the editor and I realised that by changing the "tech tree" -> "glossary category" of a given unit, you could add it or remove it from the lists in the F12 menu, and add a description of whatever custom units you introduced in your map.

    Then, I've naturally looked at the race tech tree submenus. The appropriate box in unit -> tech tree allows to change the name of the unit unlocked by a given building, but I couldn't find how to modify the icons that indicates which units a building can produce, or the requirement arrows between the buildings. Disabling a particular icon is possible by using the tech tree triggers, but I couldn't find how to add new ones. Would anyone know about that?

    Posted in: Data
  • 0

    posted a message on Can't save when reseting sound to parent

    Long story short, I'm using the sc1mod where the carrier sounds are replaced with the old sounds from SC1. I like the sounds from SC2 better, so I used the command to reset the sound to parent, and I have the list of sounds from WoL, as expected. Yet when I try to save the data, I get the following: "Unable to move existing archive [something in French about a process and an archive that can't be moved because it's used by something else]: C:\Program Files\StarCraft II\Mods\SC1mod.SC2Mod"

    I had that sort of message before when I tested a map, alt-tab'd to make a change and tried to save without leaving SC2 first, but here the mod is the only open thing I have.

    I can reset the sounds on each of the map that uses the mod, no problem at all, but I can't save the changes if I make them in the mod itself. Any explanation?

    Thanks!

    Posted in: Data
  • To post a comment, please or register a new account.