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    posted a message on Player 1 uses own money to operate Player 2's building

    Hmmm okay. I'll look into the melee trigger. Unfortunately just giving the units to player 1 wont work, because there is also a player 3, who is both their ally. When player 2 leaves, I want either player 1 or 3 to be able to spend their own money to build a player 2 unit. But yeah if I can get the melee trigger to do it I might just go with that.

    To give a little more context, I'm making a diplomacy style game with ww1 teams. So if Russia leaves, Britain or France get Russian income (got that part figured out) and can also control Russian units (got that covered too), and they can also build more Russian units (my current problem). One thing I'm concerned about is that even if the melee trigger works, I'm not sure what to do if the game starts without anyone playing Russia. I want the same situation where Britain and France can take over, but since no player ever "left" as Russia, the melee trigger wont cover that.

    Anyways that was a bit of a ramble, thanks for the help though!

    Posted in: Triggers
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    posted a message on Player 1 uses own money to operate Player 2's building

    Thanks for the reply, but I can't find such an alliance aspect. I found Alliance Aspect: Resource Trading, which simply allows player 1 to give player 2 resources with the trading window. I also found Alliance Aspect: Resource Spending, which allows player 1 to spend player 2's resources. This isn't what I want however, as I want player 1 to operate the barracks with his own money.

    Posted in: Triggers
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    posted a message on Select all army button

    I'm not sure how to disable the command entirely, but you can modify each unit in your map so that it is not affected by the "select army" command. In the data editor, go to the Units tab, then for each unit, find Flags: Army Select and set it to False.

    Posted in: Triggers
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    posted a message on Player 1 uses own money to operate Player 2's building

    So I'm trying to get it so that when Player 2 leaves, Player 1 can spend his own money to get Player 2's barracks to build a Player 2 marine. This is basically what happens in melee games, but I can't get it work for mine. I tried setting up a trigger so that when player 2 leaves, the Alliance aspect is changed to "Resource Spending On". This allows Player 1 to use Player 2's barracks, but it still uses Player 2's money. I want to change it so that instead of using the money of the barracks owner, it uses the money of the person who issued the command. But still give the resulting marine to the owner of the barracks.

    Any ideas on how to do this?

    Posted in: Triggers
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    posted a message on Models won't appear when I publish

    Thanks for responding! Where would I find this link though? I would love to oblige but I'm not sure what your're talking about. You mean an actual link, or just the map info so you can find it on bnet?

    Posted in: Data
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    posted a message on Models won't appear when I publish

    Hey everyone. I'm having a problem with some models that I downloaded and am using in my map. I imported the .m3 and .dds files, and it all works fine in the editor and the test document. When I go to publish however, the models I imported appear as that placeholder sphere thing. Does anyone have an idea why models might be working fine when I test document but not when I publish? I don't need to use dependencies if I loaded the models right into my map right?

    Thank you in advance!

    Posted in: Data
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    posted a message on Publishing Keeps Getting Stuck

    So I know this is a super old post, but this is the exact problem I've been having. When I publish my map it goes fine until I get to 98%, it says Transmitting Archive File. Does anyone have any ideas what might cause this?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Problem with vision

    Whelp, once again I solve my own problem shortly after posting. The issue was I didn't check the flag "use line of sight" for some of my units.

    Posted in: Data
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    posted a message on Problem with vision

    So I have been working on some terrain with mountains. after raising the terrain and adding textures, I wanted to make it so the mountains block vision for ground units. I found a nifty doodad called Sight and Vision Blocker 1x1 that seemed to do the trick. One problem I noticed though is that it doesnt work for some units. I made all my units from scratch but I based them off different units. Now I can't figure out why some units cant see past the mountains but others can. All my units have vision height 0, and they are ground units. Anyone have any ideas what might be going on?

    Posted in: Data
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    posted a message on Help with dependencies

    Well I figured it out. I was linking the mod to my map with dependencies. What I needed to do was load up the mod itself in the editor, export the assets I needed, then import them into my map. Thought I would update in case anyone else has a similar problem.

    Posted in: Miscellaneous Development
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    posted a message on Help with dependencies

    Hey all, I'm having an issue with a mod I'm using. This is the mod http://www.sc2mapster.com/assets/nanakeys-modernwarasset/ I have been using the assets just fine. When I went to publish and test things on battlenet though It asked me to locate the dependency on battlenet. Ok so I looked on battlenet and found one called Total War by the same author. I figure that must be it. So I select it and now the editor will let me publish. When I go to play the game online though the assets dont load. Am I missing something here? How do I go from using the local files to using the battlenet published version?

    Posted in: Miscellaneous Development
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    posted a message on WW1 Apocalypse Europe Remake

    Hey everyone. I know it's not super popular, but there is map on 6th page of arcade called WW1 Apocalypse Europe. I really like it but it is definitely kinda buggy and has some weird balance issued (bombers never played a role in ww1 but they are super powerful in the late game...)

    For those of you who have not played it, the style is kinda similar to Risk, but also alot different cause of trenches. Riflemen (your main military unit) can build trenches (bunkers) that are very cost effective. As a result the game is very defensive and strategic. Once you trench up an area it requires a much stronger force to capture it.

    Anyways I have been remaking the game from scratch and I would guess I'm about 30% done. I'm looking for feedback on the original though. I have already poured through the reviews it gets in game, but if anyone here has played it, I would love to hear comments about what it needs to be more fun.

    Thanks!

    Posted in: Map Feedback
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    posted a message on Question about models with turrets

    For anyone else who reads this I thought I would update what I've learned. There are two ways to implement turrets in SC2.

    One way is to take two separate models, make one the base, and make the other the turret. The turret model must have a turret Z attachment point. It can be attached to any of the base models attachment points and then swivel. If no attachment points are suitable, site operations can be used to attach wherever you want. This is the method that 90% of the tutorials I've found have focused on.

    The other way is to use a model that has a turret built into it, such as the siege tank or immortal. I'm not certain of the specifics, but I believe to have it work correctly, two attachment points must be specified. One is the point on the base of the model that the turret will rotate around (bone 51 on the siege tank I think), and the other is the bone in the turret that it swivels around (bone 5 on the siege tank).

    Having said all that, I still have not had any luck with the battleship. What is driving me crazy is that I had it close once. Of the many configurations I tried, there was one where I got it so that my attack came out of my main turret weapon, but the turret didn't point towards its target when it shot. It DID however, separate from the rest of the ship. So when the battleship moved, the turret stayed in its original position. Attacks continued to come out of the turret, but it was just floating there where it started. If I sort this out I'll post it here.

    Posted in: Data
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    posted a message on Question about models with turrets

    I have a turret actor already. I have been through all the turret tutorials on this site, but they all deal with situation where a custom model is used for a turret. I'm having trouble with using models that have their own turret. I already built a siege tank from its component actors earlier and it worked fine with the turret. Now that i'm importing a model however it doesn't work. If it's relevant the battleship i'm using has 3 turrets (turret, turretY, turretZ) each with a weapon (weapon00, weapon01, weapon02) and I want the first (turret and weapon00) to be used.

    I have been trying to read the data for Immortal and Siege Tank. I see in their models that there is an entry in the Attachment Properties field with ID: Hardpoint, and they Key is set to 0 for turret. Is this the area I need to be tweaking?

    Can anyone confirm that this model does indeed have rotating turrets? I see the turret tags in attachment points but does that mean for sure that the turrets will work?

    Posted in: Data
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    posted a message on Question about models with turrets

    Hey all, I'm pretty new to the editor and I'm kinda stuck on something. I've imported a battleship model from here: http://www.sc2mapster.com/assets/nanakeys-modernwarasset/ andi've got it mostly working correctly, except for the turret. My attack comes from the correct location, but the turret doesn't spin. Most of the other help I've found online deals with situations where one model is used as the turret for a different model. In this case however, there are 3 turrets build into the battleship.

    My first question is this: in order to have the turret correctly, do I need both a turret actor and a model actor for the turret? When I go to make a model actor for the turret, one of the important fields is Art: Model. Any model I put here appears as my turret, but I don't want a new model, I just want it to recognize the existing model on the battleship.

    My second question: When I imported the battleship, I had to make my own model using the .m3 of the battleship. There is a field called Attachment Properties. I feel like this is where I need to do something with attachment points, but I'm not sure what. I seems to want me to create attachments, give them an ID, and link them to key? Is this correct? How do I do this?

    Any help people could give would be greatly appreciated!

    Posted in: Data
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