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    posted a message on Mapster Mentoring

    Name: ThePreserver

    Help type: Data|Triggers|Terrain

    Specialty: I specialize in solving problems others cannot. Sounds odd, but it's what I'm best at.

    Maps: WoW Races extension Mod (WIP) | Hero Panel Trigger Library

    Contact: You can PM me, but if you prove that I can trust you not to blow up my phone, I'll give you my Kik.

    Time Zone PDT (Pacific Daylight Time) UTC/GMT -7 hours (Think Los Angeles)

    Posted in: Tutorials
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    posted a message on Make a Barrack land on a geyser?

    @Kabelkorven: Go

    Not that I know of. I tested the idea six ways to Sunday, to no avail. I tried using the same footprints and placement footprints as an assimilator, or refinery, etc. That didn't work, I tried using no footprints, that didn't work, I tried turning on the Ignore Placement and the Ignore Collision flags of the land ability, didn't work, and I even tried a combination of all of those. The only solution I can think of would be to make a new footprint and somehow edit it to be able to land on the geyser. Let me know if you find a solution, I'll continue to look for one as well.

    Posted in: Data
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    posted a message on Extension Mods - Disable AI Players

    @T0ssWarr1or: Go

    Aha! I found -sort of- way through the data editor, though it's somewhat convoluted. You have to use a Player Type Validator to check and see if the player is a computer or a user. then theoretically, you could disable that AI by not allowing it to move or build units. It would be complicated, but it's not impossible. While this doesn't keep the lobby from adding AI players, it does prevent them from taking action and messing up your map.

    Sorry mate, unfortunately all of the settings that would allow you to do that are not available in an extension mod, I even took extra time to see if there was for you, alas I found nothing. Even triggers are disabled. Hopefully someone else knows of a way that I don't.

    Posted in: Melee Development
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    posted a message on [Data] Tips and tricks

    Tips and Tricks

    Below is a series of tricks that i have found to be useful and may be helpful to others as well.

    Editor Hangs When Typing in the Search Bar

    Ever notice that when you are searching for a unit, actor, etc. that the first letter kind of makes it hang for a long time? I found a solution to that. Whenever you type into a search field like that, start off with a symbol, like the [ symbol. Very very few entries in the data editor have the symbol in their name, so it should pop up nearly blank, and almost instantly. Then type in what you wanted to, and delete the bracket.

    Galaxy Editor is Very Slow in General

    While the Galaxy editor will always be a little bit slow, one must remember that whenever you open a map, it stays open*. What I mean by this is that whenever you open the Galaxy Editor, it loads all the maps you have ever opened, unless you close them. To check and see what's open, at the very top there's a menu item called Window, and clicking that shows all the files you have open with a check next to the active file. You should have only one open, because this affects the speed of the whole program. To close all unused projects, switch to each open map, then click File at the top left and click Close until you have closed every inactive file. If you have seven or eight maps open like I used to, you should see a considerable increase in speed.

    I Want To Test an Extension Mod But It Has No Map

    Go to File > Preferences > Test Document and change settings there. Now you can test your extension mod on a map without having to save and publish it every time.

    Ugh, Searching for the Right Field Is So Difficult

    Want to find a certain field but don't know where it is? Hate using the Table View? Well, I have a solution. Go to Table View (wait, don't despair yet) type in the search box, then switch back to Detail View. Everything changes! The fields that you see in detail view are affected by the search box in Table View. Just remember to go back to Table View and clear the search box when you're done, or you'll sit there for a bit wondering why you can't find a field.

    Help! Detail View is Blank!

    This is a corollary to the previous tip. Go to Detail View and clear the search bar.

    My Unit is Invisible But I Want To See It in the Editor

    Change the Art: Model (Editor) field to something visible. Now when placing it into the editor, you'll see it, but it will be invisible when the map is run.

    Well that's all I have for now! If anyone else came up with some tips and tricks feel free to add to this.

    Posted in: Tutorials
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    posted a message on Alternatives to "Attack Order targeting Unit"

    @Labingo: Go

    Instead of changing the range, change the minimum scan range and have the range same as the range of the unit's weapon. The difference between the two is that the scan range is how close an enemy needs to be for the unit to engage the enemy, aka run over to it to get in range. The range is merely the maximum distance it can be from something and still successfully attack it. That's why often you'll see the scan range just a tad bit lower than the range.

    Posted in: Triggers
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    posted a message on Extension Mods - Disable AI Players

    @T0ssWarr1or: Go

    That's mostly tactical AI fields, under the unit itself. you can change those and/or add special code to the Tactical AI: Function field. Although I don't know exactly how to use these fields, that's where your solution lies. There's also the unit flags that helps the AI make decisions, such as AI Ignores This Unit Type And Wont Try To Make It. As for "treat button X as if it were the train marine button", simple looking in the editor would tell me that that's an unlikely scenario.

    Posted in: Melee Development
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    posted a message on Make a Barrack land on a geyser?

    @Kabelkorven: Go

    This isn't a footprint problem, rather a collision problem. Go into the barracks (The ground version, not the flying version), and uncheck collide: Structure and collide: roach burrow. The bad news is that when you made it buildable on geysers you made it unable to land on them. So, it's either one or the other.

    Posted in: Data
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    posted a message on [Data] Creating an Auto-Harvesting Structure

    How to Create Auto-Harvesting Structures

    This is my first post on SC2Mapster. Many may already know me, since I use the same moniker virtually everywhere. More to the point, this is a tutorial on how to create an auto-harvesting structure. An auto-harvesting structure is any building that mines a resource directly on the node rather than having workers mine the resource and take it back to the town center. A perfect example of this is the already-made Automated Refinery. Well, let's dive in then.

    Settings

    All these settings are on in this tutorial. Show Object Explorer Table View Sort Fields By Source Show Basic Field Label Show Field Categories Combine Structure Values

    Preface

    This tutorial already assumes basic knowledge of the editor, such as duplicating units and all that good stuff. To start, I have a pre-made unit which I copied off the assimilator.

    Let's Get Down to Business

    Duplicate the Behavior Named Automatic Harvestable Vespene Make sure that everything is unchecked because we only want the behavior. Rename it if you wish. Duplicate Automatic Refinery – Auto Harvest Vespene Make sure to have the effect Automated Refinery – Auto Harvest Vespene and the validators AutoHarvesterFinish and AutoHarvesterHarvest checked because we need duplicates of those as well. Rename it if you so desire. Change Stats: Period to whatever you want. This changes how fast you want the structure to mine gas.

    Go to the duplicated effect Automatic Refinery – Auto Harvest Vespene Copy and change Effect: Resources to however much you want the vespene geyser to mine per tick. Go to the duplicated validator AutoHarvesterFinish Copy and change the field Validator: Behavior to Automatic Harvestable Vespene Copy or whatever you renamed it to. Go to the duplicated validator AutoHarvesterHarvest Copy and change the requirements to whatever town center the auto-harvester belongs to. For instance, I’m making an assimilator, so I have to create a new requirement, dont have nexus, and use that. If it’s a Terran structure, you can leave it as dont have command center, if its Zerg, use dont have hatchery, etc. If it’s a custom town center, you have to create your own requirement for that, bub. This field keeps the structure from gathering resources if it has no town center to place it in. These are all ready to go now, no need to come back and mess with them. Go back to the Unit and Add the two behaviors you duplicated to the unit. If you haven’t already, remove whatever harvesting behaviors that were previously on the unit. Under Behavior: Resource State, change to none. Otherwise gatherers can still mine from it.

    Done?

    Well, if you’re not worried about visuals, then yes. But what if you want the green text that pops up after every tick? Then let’s continue.

    Go back into actors and duplicate Automated Refinery Text Kicker4 and Automated Refinery Text Mover (Don't worry about Automated Refinery Text Kicker5, that's for microfiltering). Go into Automated Refinery Text Kicker4 and change Actor: Text to whatever you want, I recommend adding a field reference so that if you change the amount harvested either through the editor or in-game, the text will change to reflect that. In Events, change TimerExpired > Create AutomatedRefineryTextMover to its respective duplicate. You can fiddle around with those to affect speed and movement if you wish, however for this tutorial I won’t go into that. We’re done with all that, now go to your structure’s actor and into events and add a new event called Effect.AutoHarvestVespeneCopy.Start > Create AutomatedRefineryTextKicker4.

    That's it! If your structure was set up properly prior to this tutorial, and you followed this tutorial in its entirety, then you should have a fully working structure that automatically harvests gas! If you have any questions I would be happy to answer them, and don't be shy to ask me for more tutorials as I am quite experienced with the Data Editor.

    ...Err, didn't mean to make that sound like a boast.

    Posted in: Tutorials
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