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    posted a message on Would anyone be interested in continuing StarParty?

    Just curious to ask if anyone that has a very good trigger/data knowledge would have the time and the willingness to continue this awesome Rock The Cabinet contest first place winner back in the days. It has been on ice for too long and I always wanted it to shine, but all I do is keep it dusty.

    Posted in: General Chat
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    posted a message on SC2 Mapster Upgrade Discussion Thread

    The  Wiki is now filled with ads even when using adblock...

     

    I wonder in general are there new people getting into mapmaking as much as there are some leaving? In other words, are the people playing sc2 just getting older in average?

    Posted in: General Chat
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    posted a message on [Showcase] WingedArchon Talon Faction

    That looks crazy! Well done!

    Posted in: Artist Tavern
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    posted a message on How to make the Phoenix focus fire on a unit while moving?

    It's pretty much it. And if it does not find any potential target with the buff just pick the closest, like it's doing by default.

    Posted in: Data
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    posted a message on Premium Arcade Maps are almost here... What do you think about it?

    When i read that I feel like it's against their own rules, isn't it? But at the same time, it's not adding a previlege for someone above someone else, like the desert strike ish map, it's just cosmetics, and the other one is single player. So I guess in that sense it could be acceptable.

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

    For information if any newcomer read this, WTEs continued on the Sc2mapster server on Discord.

    Posted in: Terrain
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    posted a message on Ground Texture rendering

    Can someone explain why this happends and how to make it so it renders the whole map? It seems related to the "normalmap" of the textures.

    Posted in: Terrain
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    posted a message on Sorting to Score value for variable

    When I look at this trigger what comes to my mind is, how does it tracks the order? It's only cycling through all active players and then set or not if that player should be first. But it's not creating a list of players based on their score at all? To me something is missing to keep track of eatch player's position. But i don't have the time to search for an example.

    Posted in: Triggers
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    posted a message on No way to destroy an actor???

    I've tried and it seems to work? Only thing is when attaching a unit on a unit it bugs a bit telling there are 2 persisting actors. But the attached unit is tinted and attached.

     

    Is your unit created? Raynor on the elevator? And if you test if the actor =/= no actor to see if the variable is the problem?

    Posted in: Triggers
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    posted a message on Twitch Account Marging Failure

    I think forcing people to make a twich account to use an sc2 forum seems awkward to me, but whatever.

    Posted in: General Chat
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    posted a message on Twitch Account Marging Failure

    I just merged it as well... and I like how in the faq about the merge it says the benefits of that is just not having to remember 2 passwords... To me it's just making it riskier by having many sites linked with the same password, but thats my point of view.

     

    (As of writing this I also want to see if my username changed and posts count...)

    Edit: seems fine for me.

    Posted in: General Chat
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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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