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    posted a message on [Showcase] WingedArchon Talon Faction

    Whoa that's nice ;)

    Posted in: Artist Tavern
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    posted a message on Not able to spawn unit : Error: Parameter ouf bounds in 'sUnitCreate' ...

    You can always try to narrow down which part of your trigger is not working. If you think its the "Zone" variable then try to set it to a fixed zone instead of picked integer. If it no more does the error, then the picked int is too big for the "Zone" array. You can always add a Text Message trigger which convert int to text so it tells you what value is the picked int. It can help to understand what's going on.

    Posted in: Triggers
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    posted a message on [Terrain/Doodads] General new editor questions

    Ctrl+S is your best friend (for most programs). Push it, spam it, eat it, it will save you more time than it takes to save.

    Posted in: Miscellaneous Development
  • 0.961077844311377

    posted a message on [Terrain/Doodads] General new editor questions

    For the dependency, it depends. Usually only "Void (Mod)" can be fine. If you notice that you want doodads that are taken in picture but does not appear in your list when searching for them it might be because you need "Void (Campaign)". The Nova ops dependency can be interesting as well as it contains quite a couple nice looking doodads. The warcraft 3 mod is not necessairy except if you wish to use stuff from that game, but there is way enough to explore within the sc2 doodads and they are usually looking better than the Wc3 arts.

     

    About bridges, there are some doodads that can do just that and have pathing on them, but it can be tricky to place between 2 cliffs and can sometimes have some issues near the edges where a unit would look like falling far down and then come back up while moving across or entering it. Note as well there is no multi level pathing in sc2. You cannot have a bridge over another bridge for example, or passing under a bridge.

     

    There are different way of creating a bridge.

    1. Using doodads. 

    Pro: Easy to setup, looks great

    Con: Changing cliff heigh can be buggy and require painting pathing, a bridge above lowest ground level will not work great, not all doodads has pathing on them (although you can use one of the new doodads that is a plane with pathing so any sort of doodads can look like a bridge even a fallen tree or clouds)

    (Picture 1)

     

    2. Using terrain and hide cells.

    Pro: Works great whatever the cliff heigh

    Con: Trickier to setup, must hide cells and thus must hide the holes that it creates in the wall with other doodads, the doodads used can have footprint that you must remove in the data, it's much harder to make it look good.

    (Picture 2)

     

    3. Using terrain and textures.

    Pro: Easy to setup, efficient, looks great

    Con: You can see the cliff's wall, you can always hide it behind other doodads or try to place something to make it look black... Up to you.

    (Picture 3)

     

    After that it depends how much time you want to invest, what you want to do, what you consider great / good looking, and you can trick around by using water, fog, and other stuff like that to hide parts of the terrain that looks bad. (Picture 4)

    Posted in: Miscellaneous Development
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    posted a message on [Terrain/Doodads] General new editor questions

    Hey there, if a model does not load, it will return the blank model which is the sphere. It could be due to missing dependency. Note as well that terrain objects and doodads are very different things. Terrain objects will have a predefined height, custom collisions and custom hidden terrain cells. For example, in the campaign there was a big icy thing and as you approach it, half of it falls. That's a terrain objects. Or things like windows on the ground which hides the ground. I want to point out though that terrains objects can be very buggy. It tends to screw up the terrain and cause issues more than it adds beauty to the map, personal experience. They can be very interesting but only in specefic situation like flat areas and without using ctrl+Z. Using ctrl+Z to undo a placed terrain object it can screw up the terrain sometime, ideally you have to select it and delete it. I would just avoid using terrain object if I was you.

     

    For the doodads, if you select a doodad or a group of doodads, you can press Enter to open the property box in which you can set different things like scale, pitch, yaw, roll, tint, variations, etc. And in the editor there is no way to see all models under the same doodads all at the same time...except, that was until I create this...  https://www.sc2mapster.com/projects/all-doodads You can either download them all and place them into folders on your computer or you can also go here: http://www.screference.op74.net/ and have the same list online. I've made all those images. So now it's alot more easier to just scroll and see all the potential useful models without searching for hours and losing inspiration...

     

    To create a bridge, simply use the normal terrain and place with the texture and doodads to make it look like a bridge. It does not work like in SC1 anymore. ;)

    Posted in: Miscellaneous Development
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    posted a message on Kinetic Effect Error

    Kinetics are awesome, but they have a little gap where it's not "perfectly precise" thus in the long run it tends to slow down or speed up depending on the unit's movement. As DrSuperEvil said, you would need something external that can replace the unit to a normal range, either data or trigger.

    Posted in: Data
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    posted a message on [UI] Basic Introduction to Layouts

    Wow, a nice big tutorial on layouts.

    Posted in: Tutorials
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    posted a message on [Seasons Greeting] Happy new year sc2mapster !

    Happy new year everyone!

    Posted in: General Chat
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    posted a message on Not able to spawn unit : Error: Parameter ouf bounds in 'sUnitCreate' ...

    I think this can be because of the "Unit[Random Unit[Picked Integer]]" if the size of the array "Random Unit" is not as big as what you try to check (pick eatch int from 1 to 81), then its not going to work. Maybe? Try changing values to something specefic just to test one by one and see which part of your action does not work.

    Posted in: Triggers
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    posted a message on Psionic Warfare: TOTAL DESTRUCTION (Trailer included)

     Well, seems like the links do not work so open StarCraft 2, go to the Multiplayer tab and search for this arcade game ;)

    Posted in: Project Workplace
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    posted a message on Terraining Exercises: Global Information/Idea Thread

    What do you mean by calldown panels? Like when Artanis uses its abilities and it changes the view to more top down view with ui changing?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #279: Whooooooops

    It's sad that it has been the same wte for a month and just no one seems to care much.

    Posted in: Terrain
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    posted a message on Goodbye guys

    Sadly I have to agree that. So few people still here active. But I wonder if its the new page design with white background that made people flee away... because since that change, I instantly adopted the Stylish theme of old mapster. I can't navigate this site with such a design.

     

    With the Style.

     

    Without the Style.

    Posted in: General Chat
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    posted a message on Can anyone make 3 triggers or 1 of them for me pls?

    This is one map example you can find the thread. Not sure if thats exacly what you need, but you can take a look if it helps understanding at least parts of it.

     

    https://uploadfiles.io/cuhi3

    Posted in: Triggers
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    posted a message on My Ultimate Project: LifeForce

    Got your mail from Lifeforce website. Where to go to play the mission and test for feedback?

    Posted in: Map Feedback
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