Is there a way to add an entire other resource?
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Dec 10, 2017Posted in: TutorialsNo, the game only has minerals, vespene, terrazine and custom resource. You can toy around with dialogs, variables and triggers if you absolutely need a fifth one, but there's no way to add a new one.
Dec 9, 2017TheAzureguy posted a message on How to prevent air units from diving under water?!Posted in: Terrain
By default, air units will fly above bottomless pits (if you use the cliff tool and lower the cliff as far as possible, that creates a pit). Water is ignored by air units, it's just a graphical thing just like lava or fog.
You must've changed something on an existing unit, or created a new unit from scratch and didn't modify it correctly, to create this issue.
Anyway, here is how you can change things:
-Check the "mover" part of the unit.
"Fly" means it will fly at a minimum height (it will never fly below the water). It will gain height when flying above a higher cliff level, however.
-Alternatively, you can go to "(Basci) Unit: Flags" and check "Ignore Terrain Height", then set the "Height" manually. It will use the ground of the bottomless pit as a starting point, so a value of 1 wound be well below the normal cliff level. A height level of 9 is the minimum to appear above ground, and 12 is the same height as all air units.
However, the Fly mover should be all you need to get air units to work. But just in case you need a unit (air, ground, whatever), to be a set height, that's how you do it.
Dec 9, 2017Posted in: Triggers
You're new to Starcraft II I take it? You don't import libraries, you add a dependency instead.
Go to "File -> Dependencies -> Add Standard" and add the dependency you want. I suggest using the "Nova Covert Ops (Art Mod)" dependency as it includes all other default dependencies.
Contrary to popular belief, it's not limited to those who have the Nova Covert Ops DLC, so you can safely use it.
The Story dependencies are not included, as those only contain stuff used for the campaign hubs (walking around the Hyperion/Leviathan/Spear of Adun).
You can add more than one dependency, the game will figure our the hierarchy automatically. There won't be any overlapping among Blizzard dependencies, so feel free to add as much as you want!
Dec 9, 2017Posted in: General Chat
I can't even chat in there :(
Unfortunate 'cause I just joined and I would like to talk about my project that I've been working on. It's at the point where I can start putting it all together and make a StarCraft game out of it! But I need some tips and advice, and just generally see if anyone's interested in giving me a hand in it.Try it again, looks like you got caught in a bug. This message appeared in the news channel on the SC2mapster Discord:
Dec 4, 2017Posted in: Map Suggestions/Requests
Strange, your mod's own Assets.txt file should override all the others, so adding your UED textures there should work. I can't imagine that a relevant texture wouldn't be listed in the core.sc2mod file either.
Anyway, here are all of the files from all mods I could find: Assets Textfiles. Hopefully you can find what you need there.
Nov 21, 2017Posted in: Map Suggestions/Requests
Before there was an addon for Photoshop to make wireframes. that someone upload in Sc2mapster. I do not remember who was or where is the link to download, Does anyone have the link or the addon?I found this via Google: Unit/Wireframe/Shield Icons Generatorbtw, you don't need to use that black plane from that package. You can also make the background black by changing the color at "File -> Preferences -> Colors -> Preview - Background". Here is a screenshot of it.While we're on the subject, here is a tutorial for beginners how to create wireframes:When you select a model, you can open it in the cutscene editor - that's where you position your unit and take screenshots to create your wireframes.The cutscene editor uses the lighting of the current texture set you're using on your map. Change the map's lighting and the cuteness editor's lighting will also change. I recommend creating a copy of the Default Light entry.
Then, toy around with the settings of the currently-used lighting, and set your unit's team color to white. Remember, the wireframe must show the green/yellow/red colors clearly, so focus on having a light that makes the unit colors bright, so that it looks as white as possible when making the wireframe greyscale. Study existing wireframes made by Blizzard to understand the importance of readability.Select the unit in the cutscene editor to create a white outline, and you should be good to go to create some wireframes of your own.
Nov 20, 2017Posted in: Map Suggestions/Requests
Here are some screenshots from my progress:
I've got most of the textures done, I even created a custom UED army icon (see bottom-left). I also figured out a way to change the text color.
Nov 19, 2017Posted in: Map Suggestions/Requests
In what Layout file are the colors of each race?
I found this post, but it does not say in what file it is. LinkYou can just post them in a new layout file. Constant values don't need to be defined in a specific contained, thankfully.Create a new layout file and copy&paste this code into a new layout file. I already changed the relevant values to yellow:
<?xml version="1.0" encoding="utf-8" standalone="yes"?> <Desc> <Constant name="StandardButtonBorder_Terr" val="230,230,6"/> <Constant name="StandardButtonIcon_Terr" val="245,245,71"/> <Constant name="StandardProgressBorder_Terr" val="230,230,6"/> <Constant name="StandardProgressFill_Terr" val="155,255,190"/> <Constant name="ColorCommandNormal_Terr" val="245,245,71"/> <Constant name="ColorGroupSelectionBorderNormal_Terr" val="230,230,6"/> <Constant name="ColorGroupSelectionBorderSubgroup_Terr" val="245,245,71"/> <Constant name="StandardBorder_Terr" val="eded20"/> <Constant name="StandardEditBoxHighlightColor_Terr" val="eded20"/> </Desc>
After doing some testing, it seems this only affects the color of the weapon/armor symbols, as well as the queue field (you know, where it says 1,2,3,4,5). Everything else uses textures.
I'm trying to find all textures for Terran and recolor them to yellow. Give me a day or two and I should be done with this.
Nov 18, 2017Posted in: Map Suggestions/Requests
I created that test map with the command center for you, and you said it worked for you, right?
How about I do that again - creating a test map with new units that have working morphs, and you just copy&paste the XML code into your modfile?
Give me a list of units you need, and I'll see what I can do.
Nov 17, 2017Posted in: Map Suggestions/Requests
Anyone who has any morph abilities
.Are there any specific units or models that give you trouble? If you send me the models, I can create a test map, and you can just copy&paste the XML data into your mod. That would be the best option if you don't want to upload the entire database just for testing purposes.
Nov 7, 2017Posted in: General Chat
For those of you who're using the newest version of Firefox, you might've noticed that Stylish is being marked as a legacy update and it won't work with Firefox version 57 and beyond. Stylus seems to be a new program compatible with the new Firefox, but any old Stylish styles you have must be converted first.
I've already converted the two SC2Mapster styles to a .json file. All you have to do is to import the file via Stylus and you're good to go.
Here is a link: Click me!
You can also do this yourself according to this FAQ, but you can save like two minutes with this :P
Nov 6, 2017Posted in: Map Suggestions/Requests
How would you call this? Is it not a database? I always thought it was called like that. =(Technically-speaking you could call this database I guess. It's just uncommon to use it in that context, because people just say "I want to copy this or that unit or ability", that's all.Anyway, I also had trouble with morphing units in the past, but maybe I can get it to work now.I've worked on a map with a new command center really quick. You can download it here: Click me!The map contains both a normal command center, as well as a new command center. For testing purposes I gave it the bio-dome model.If you try to lift-off and land the new command center, you can see that it has different command cards (one button is moved).Animations don't work because I was too lazy to add them specifically for the bio-dome, but otherwise this should work.The trick is that 1. both the standing and flying command center use the same actor, and 2. you have to replace every reference to the old command center, as well as flying command center, in the actor events.If you know how to use XML view, you can just copy the code from the existing command center, replace the old unit ID with the new one, and paste the code into the field of your new actor.
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