I just did a little digging: Go to theData Editor and check out Terrain Cliff Meshes, select one and have a look at Cliff Height. Compare the values to any other Tileset.
edit: Did a little testing and it doesn't respond. Hmmm....
Is there a way to make a unit attack other units only when they are in a specific angle towards the unit?
I want to make a perdition turret that can be controlled by stepping on a beacon next to it and I want to prevent that turret from being able to attack in the direction of that beacon.
If you look at progammer's map The Amazing Probe you will see that he uses the Battlecruiser Helios as an invisble targert for the turrets to fire at. If you place the Helios on a clean map and you order it to move to place, and then to another soon after you get the effect of Helios moving in circles forever. I can't figure out what it actually is that makes it move in circles like that forever. I would like to know, simply to understand the data editor a little better.
-Autocast for the production of any unit (should only order building of unit as soon as prvious unit is ready, not queue up the queues. much like interceptors).
I can mostly think of stuff that sound ok for specific situations, but not good for others. sometimes you want to have that control.
Like auto-retreat of injured units. Auto-psi-storm (make battle automatic altogether? Just have player select where he wants his units?)
At first I thought it would be cool because it would lead to a more build oriented game like build-up-strategy-games (like Settlers 7 or Anno).
The more I think about it the more I beliebe it will take the learning of the game into a wrong direction. SC2 IS a micro-intensive game, it was designed as such in every bit of fiber in it. Taking out that micro will change the game a lot. Newbies should learn to play it as it is.
I think there are others ways to improve newbie-friendliness:
1) Increase HP/Decrease dmg of all units, so the fights will last longer and you have more time to micro efficiently.
2) have a matrix-mode that can be activated every xx minutes xx times by any player. This will slow down the game for every player giving time to react.
3) (my favorite) add Help Texts, Tips, Infos, Transmissions etc. that react to the actions and playstyle of the player. These Texts help the player by letting him know what he can achieve with a unit/upgrade he has just finished.
eg: Player just built a Sentry. Help text for Sentry appears at bottom right corner. Player can click on it and it will read things such as 'The Sentry can block ramps with Force Fields to prevent enemy players from entering one'S base
I will not be participating because of the lack of time. Nontheless I want to encourage this sort of exercise. I'm still a beginner at data editing and I plan to follow these exercises closely in the coming months, with the idea of trying to recreate even past exercises for learning purposes. So please continue. If possible, make it so the learning courve and difficulty increases slightly over time.
Is there a way via the data editor to make items only being able to be picked up by units when these items are not cloaked?
All validators I tried out only refer to the picking unit instead of the pickable item.
I'm thinkin of a situation where Gas-items are cloaked until the player scans their position before he can gather them.
I've made it work test-wise in the trigger editor but it seems tiring to choose all items individually.
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I just did a little digging: Go to theData Editor and check out Terrain Cliff Meshes, select one and have a look at Cliff Height. Compare the values to any other Tileset.
edit: Did a little testing and it doesn't respond. Hmmm....
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Is there a way to make a unit attack other units only when they are in a specific angle towards the unit? I want to make a perdition turret that can be controlled by stepping on a beacon next to it and I want to prevent that turret from being able to attack in the direction of that beacon.
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Uhm, guys... It jsut happened to me on my own map. Happened while trying out the 'UI - text crawl' (And yes, I had had to dig up this old thread)
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Signed up. If people need to find me post on this thread or find me on Battle.net OutsiderXE.147
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I know this is old. But maybe someone else can answer the OP question? (And yes Southpaw444, you are hated for not posting your work-around :P)
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Effect - Healing Fountain Apply (not Search, doesn't work) Add the validator (Regeneration - Life Not Full) under Effect - Validators
If required I will post my map in 3-4 hours when I'm home. Gotta run now :D
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I suggest also adding a validator that checks if the unit is damaged. Other than that, great tutirial. helped me lots understandinf the data editor.
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Isn't it better to make a project playable as fast as possible, playtest and fix it, and then build the art around that gameplay?
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@TheOracle67: Go
Cool but there is already a project with the abbreviation LotC ;D (see my signature). No, just kidding. No problem here.
Can you tell us how far you've come with the project and what needs to be done?
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If you look at progammer's map The Amazing Probe you will see that he uses the Battlecruiser Helios as an invisble targert for the turrets to fire at. If you place the Helios on a clean map and you order it to move to place, and then to another soon after you get the effect of Helios moving in circles forever. I can't figure out what it actually is that makes it move in circles like that forever. I would like to know, simply to understand the data editor a little better.
0
-Autocast for the production of any unit (should only order building of unit as soon as prvious unit is ready, not queue up the queues. much like interceptors).
I can mostly think of stuff that sound ok for specific situations, but not good for others. sometimes you want to have that control. Like auto-retreat of injured units. Auto-psi-storm (make battle automatic altogether? Just have player select where he wants his units?)
At first I thought it would be cool because it would lead to a more build oriented game like build-up-strategy-games (like Settlers 7 or Anno). The more I think about it the more I beliebe it will take the learning of the game into a wrong direction. SC2 IS a micro-intensive game, it was designed as such in every bit of fiber in it. Taking out that micro will change the game a lot. Newbies should learn to play it as it is.
I think there are others ways to improve newbie-friendliness: 1) Increase HP/Decrease dmg of all units, so the fights will last longer and you have more time to micro efficiently. 2) have a matrix-mode that can be activated every xx minutes xx times by any player. This will slow down the game for every player giving time to react. 3) (my favorite) add Help Texts, Tips, Infos, Transmissions etc. that react to the actions and playstyle of the player. These Texts help the player by letting him know what he can achieve with a unit/upgrade he has just finished.
eg: Player just built a Sentry. Help text for Sentry appears at bottom right corner. Player can click on it and it will read things such as 'The Sentry can block ramps with Force Fields to prevent enemy players from entering one'S base
and so on
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I will not be participating because of the lack of time. Nontheless I want to encourage this sort of exercise. I'm still a beginner at data editing and I plan to follow these exercises closely in the coming months, with the idea of trying to recreate even past exercises for learning purposes. So please continue. If possible, make it so the learning courve and difficulty increases slightly over time.
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not working. this validator refers to the unit approachign the item and not the item itself. It also didn't help when I changed target to caster.
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Is there a way via the data editor to make items only being able to be picked up by units when these items are not cloaked? All validators I tried out only refer to the picking unit instead of the pickable item.
I'm thinkin of a situation where Gas-items are cloaked until the player scans their position before he can gather them.
I've made it work test-wise in the trigger editor but it seems tiring to choose all items individually.