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    posted a message on My feedback

    I feel like the current version of the Galaxy Editor is very incomplete. How do you set start locations? Why can't we remove a link to an unneeded actor without destroying the actor itself? It's also very, very, VERY difficult to create new weapons; have them get upgraded, appear upgraded, etc.

    I also can't export my data. I want to be able to save the progress of the units, abilities, etc. I've made and be able to import them into a different map. Also, promised scrapped units aren't there. :P Also, the editor has a very "bear-bones" feel to it. There's some things missing from the Galaxy Editor that the War3 editor could do; like setting a unit's HP and Mana on the MAP, not within the data editor, and also being able to set which part of the tech tree is available and which is not for campaigns where you gradually get more of the tech-tree as you go along the levels. It feels very un-user friendly, and hard to latch onto.

    Good things about it: Extremely powerful. I love the new "Command Card" selection where you can put new abilities on the card for units to use. I love being able to change regen rates for HP, and EP, and I'm pleased with the ability to make new units (though, making actors is a pain). I like being able to place burrowed units, that should be fun for campaigns. I wish I could link more things to each other manually. Like linking an original model instead of a copy (sometimes copies of spells, effects, etc. do not go over well, like trying to make a copy of Psi Storm, you DO NOT want to copy all the parts of it, otherwise, the storm part doesn't show up), or the original sound with the new actor, etc.

    One thing I would like, if possible, is a SC1 mode, where you have all the units, tech trees, etc. from SC:BW since we can already import SC1 maps. I tried importing a campaign map I was making for SC1, but it didn't come out well (and I was technically using the same tileset: Twilight -> Shakuras). I hope for this because I'm trying to make a SC1 campaign of recent, and no one will play it because SC2 Beta is out. So, I'm hoping I might be able to convert it over to SC2, using SC1 units somehow. This is a lot to ask for, but I can dream. :)

    But I am pleased at the way this is going and I hope that improvements will be made in the near future.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Zealot Charge researched by default

    Go to the ability. Click on "Commands+" You'll see a big box that appears. Above, it'll say "Execute," then the ability name, and then something after it called "Use [Ability Name]" Select the line with Execute, and then look down to an open dialog box that says "Requirements" Click the red X in the corner, and it'll remove the requirement for Research.

    WARNING: I recommend you make a COPY of the ability first. Otherwise, it'll remove the requirement for ALL the spells for all the units. I did this with my Hydra Hero. He has Burrow automatically researched, and Psionic Storm already researched. They are copies though, so High Templars will still need to research Psi Storm at the Templar Archives.

    Hope that helps. :)

    Posted in: Miscellaneous Development
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    posted a message on Adding Casting Animations?

    @J_cup: Go

    w00t! That worked! Awesome! :)

    Posted in: Miscellaneous Development
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    posted a message on Adding Casting Animations?

    Here's a fun question: I have Psionic Storm on my Hydralisk Hero. It's a special version that requires no research to use. However, when I cast Psi Storm, he just turns in the direction he's casting and doesn't do anything. The spell goes off, but the Hero himself does nothing in terms of animation. How do I add a casting animation to the Hero? Even the basic attack animation would work. How do I do this?

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Problems creating a "burrowed" unit

    Okay, I managed to fix most things. In fact, I have created a burrowed version of Kheldrun (Hydralisk Hero)! YAY!

    However, there's still an error I need to address: every NORMAL Hydralisk is called "Kheldrun" now. If I rename the burrowed version of Kheldrun to "Hydralisk" then all the original Hydras will have their original name.

    This is a problem. Technically, according to the screenshot I attached here, there are TWO Kheldruns. This is extremely problematic, and I don't know how to fix it. I've attached the most recent version of my map (it has the same name as before) to show off my thing. Also, Kheldrun (the hero version) starts out with Burrow researched, so you don't need to research it.

    Help?

    Edit: I think the problem lies in the fact that the actor I used for Kheldrun is attached to the normal burrowed Hydralisk. Anyone know how to unlink that?

    Posted in: Miscellaneous Development
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    posted a message on Problems creating a "burrowed" unit

    That's the problem. When I tray to duplicate the unburrowed Hydra, it messes everything up, as mentioned in the original post. What happens is that there are two unburrowed duplicates. It renames the classic Hydra to my HeroHydra's name, and the original unburrowed one. I, for some odd reason, cannot rename the burrowed HeroHydra at all without screwing up the originals. Thus, I am stuck.

    Edit: More info: The normal Hydralisk has NO hp nor attack for some odd reason. Also, the grayed out burrow doesn't appear, but if you research it, it does appear on the command list.**

    Here, I'm going to attach the map file for someone to help me to see where I went wrong.

    Posted in: Miscellaneous Development
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    posted a message on Problems creating a "burrowed" unit

    I went through and tried making custom burrow and unburrow for Kheldrun. It's still not working. :/ Help, anyone?

    Posted in: Miscellaneous Development
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    posted a message on Problems creating a "burrowed" unit

    I was trying to make my Hydralisk hero for my campaign when I discovered something interesting. First, he has 300 HP, and 200 EP (for spells, he's a Psionic Hydra). Well, when I researched burrow, it burrowed my hero and he transformed into a normal Hydra with 80 hp. I unburrow him, he's still a Hydra.

    Well, so I copy the "burrowed" version of the Hydra. It doesn't go over well. I get a unit that can't unburrow, has 1 HP, and well, has weird animations.

    There must be an easier, and BETTER way than to use just "Duplicate Object" to create something. I also tried to use "New Object" and copy the Burrowed Hydralisk. It didn't work either.

    What do I do? Any suggestions?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Adding an ability to a unit.

    The trouble is... I wanted to make a custom Psi Storm for my Hydra Hero, and yet, duplicating it caused problems. When I made a new Psi Storm based off of it, it worked (create new object). I just wanted to remove the Templar Achives requirement.

    However, I'm still not certain as to what to do. There are so MANY files. How do you edit energy cost? How do you edit damage? Radius? Etc.?

    Posted in: Tutorials
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    posted a message on Awkward question

    ... how was that awkward? :P

    Posted in: General Chat
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    posted a message on Map Editor and patch released for all

    Kay, how do the units and triggers hold up?

    Posted in: General Chat
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    posted a message on Map Editor and patch released for all

    So I herd u can import scx/scms...

    .> <.<;

    Does that mean there's an SC1 Mode for the GE? Also, what units are there? Or have we a "gimped" version so Blizzard doesn't reveal any secrets to us about the campaign?

    Posted in: General Chat
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    posted a message on Haldo, peeps.

    To which one of us? Both?

    If to both, then, yes, I made the avatar and sig on my own. :)

    Posted in: Off-Topic
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    posted a message on Haldo, peeps.

    O_o

    Uh... hello?

    Posted in: Off-Topic
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    posted a message on Rising of the New Agent (SC1 Campaign)

    Kay, the reason I brought an SC1 camp here is that Sixen suggested I come here since I was into mapping. So, I... I hate being pushy, but it would be nice to get some testers. The more feedback I get, the faster this campaign will finish, and the faster I'll be able to start on my SC2 sequel of it.

    Please, be generous.

    Posted in: Project Workplace
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