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    posted a message on Changeling
    Quote from AegisRunestone: Go

    You can, you need to make the unit first. If you look up "Changeling" under the units palette, you see five different changelings: which are the units you listed. If you create another unit and modify the Changelings ability and actors, I'm sure you could get it to copy something else.

    Ahh but can I apply the death animation as well?

    Posted in: Miscellaneous Development
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    posted a message on Changeling

    So I was wondering if you could make him transform into any unit - which would be extremely cool and has a ton of applications, but so far I've had no luck. The only things it can transform into is a Zergling w/ or without wings, a Marine w/ or without the shield, and a Zealot. The only way I can see getting around this is to make your own animations... and I cannot do that. Unless someone is sufficient enough in animation to do that as well as the ones Blizzard has made.

    Just thought I'd share.

    Posted in: Miscellaneous Development
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    posted a message on How to make a 2v2 Melee Map

    @ezbeats: Go

    I have, doesn't work.

    Posted in: Miscellaneous Development
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    posted a message on How to make a 2v2 Melee Map

    Not literally, I already know how and already have a map ready to go. The problem is I cannot get the computers (or when it is published to b.net, players) to be auto-allied to me without the use of triggers. And that would make it no longer considered a melee map. Has anyone figured this out as of yet?

    Posted in: Miscellaneous Development
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    posted a message on 1v1 Map Dimensions
    Quote from AnyILL: Go

    I chrono a flying unit on a 1 vs 1 map, and it took the same time to cross the map than in a personnalized map with a playable size of 108*108 (128*136 overall size when you create the map). But I suppose all 1 vs 1 have not the same size assuming one of them is described as "big" (it's the one I took for my comparaison, so maybe an average is more like 100*100 -120*128- but my timing is not very precise).

    Or we could simplify it a thousand fold and just rely on an educated guess and not numbers.

    Posted in: Miscellaneous Development
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    posted a message on New Ghost animations

    @s3rius: Go

    Didn't notice these till now, but they'd be useful for maps. :)

    Posted in: Miscellaneous Development
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    posted a message on 1v1 Map Dimensions
    Quote from Bowz3r: Go

    Hey, I didn't find a thread on search, so I decided to make a new thread asking you guys about it!

    Does anyone know the dimensions of the 1v1 maps Blistering Sands and Steppes of War?

    I thought they might be 64x64 but it seemed rather small in the editor.

    Thanks in advance.

    64 x 64 is FAR too low. In my tinkering around I have came to the conclusion that the 'medium' map size is best suited for 1v1 maps. 128x128 is a decent size to start with as far as I can remember.

    Posted in: Miscellaneous Development
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    posted a message on a 'bullet' to fire as fast as you want & function nicely!
    Quote from s3rius: Go

    Warning Warning! Wall of text! Everyone enter the safety vaults! Warning Warning!

    Really, please add some paragraphs to your posts.. Just look at it and tell me you are able to read that without getting eye cancer.

    I suggest simply posting the map with a small description added, as, if I'm not wrong here, you're not actually asking for any help but telling us about your work. Trigger code says much more than 1000 words :)

    Your right it's more like a billion words. X.X

    Posted in: Miscellaneous Development
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    posted a message on Resident Overmind
    Quote from s3rius: Go

    I'm planning to create a couple of smaller maps before moving to the big deal, so this is my first attempt: Resident Overmind

    You play as a Terran Marine shortly after a Zerg invasion. Game controls and design are taken from the old Resident Evil titles, so everyone who played that should quickly learn the controls.

    Project Link

    I suggest reading through the description of in-game controls as it might be a little complicated at first. This release mainly consists of the finished game-engine, but there is not much actual game-play. Even if you don't know what to do you won't need more than 6-10 minutes.

    I have used Gohla's guide to prevent localization errors so the map *should* work fine for US, GB and DE (German) versions of Starcraft II.

    Hope you have fun with it :) (I certainly do)

    Man, I studied your project and made my own based on what you made. There are some slight differences, for example, I haven't bothered to put in the Custom UI you see in the video. But the core concept is down. I used mostly Infested Terrans for enemies, and right now it's only maybe a quarter of a level done. Just roads and terrain so far. Looking back at yours I can tell I did something wrong with mine - the lights aren't as bright. Anyways, would it be possible for me to work with you on the big project you we're talking about? I'd love to work with someone else on this.

    Posted in: Project Workplace
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    posted a message on [INFORMATION + MAP] Hero Revive + Give Experience
    Quote from zifoon: Go

    Introduction

    Since the release of the Galaxy editor, I have been looking at the current limit of the Galaxy Editor. People probably have already found out, after hero dies and then revived, the hero loses all the experience, and any bonus from attributes are permanently stuck on the hero. I am providing this revive system so map makers can test their map with heroes without having to wait for next galaxy editor update. Defining the Limit

    There are only two limits for heroes: - No working revive system - No "give experience" function No Working Revive System

    When the "revive" ability is used, the hero's experiences and attributes reset while the hero's attribute bonuses stack. The reason for this is simple, Blizzard do not need a revive ability for Starcraft Campaigns (Hero dies, mission is over). They only have to save hero after mission is complete (though I have not seen any hero from Blizzard missions so far). Right now only thing stored is ability learned, which is not useful at all. Overcoming the problem

    We need keep the hero from not dying. It's that simple. Once a Hero dies, it's all over everything is gone. It is not like WC3 where the Hero data remains after death. Easy to do this in trigger right? We only have to do an event when "unit takes fatal damage"~ WRONG, dead wrong Blizzard has made sure you could not do that. Unlike WC3 function "unit takes damage", the event is only triggered after the damage is taken. That's right, after the damage is taken. Why? Ask Blizzard. What does that mean? Unit takes fatal damage triggers after the unit is dead, that means all the Hero data is gone forever. So how do we keep the hero from dying but not make the hero invincible? Make the all damages non-lethal. All effect - damage flag has kill or live option. Tick live and the damage is no longer lethal. After this is done, make an unit takes damage condition. Check if the unit is below 1.1HP (non-lethal), after that either kill the unit using the trigger, give the hero EXP or trigger lethal (live unticked) effect - damage that is larger than 2 (preferably more) and ignores spell and life armor to the damaging unit. Don't worry since the "takes damage" event is triggered after the damaging unit when below 1.1 hp will always be the killing unit. After the hero is dead, pause and hide the unit and move him wherever you wish. create a timer and revive the Hero. Drawbacks

    This is a workaround until Blizzard fixes it... So there will be some drawbacks. If using kill unit method, the unit death animation is not interactive with the attack Experience System

    There is no "give x amount of Experience" function. Only method is making an effect that modifies the unit's experience. That means every time you want to add a specific amount of experience, you have to make an "effect" for it. I have made a custom function for give experience in the library. Pretty much it adds using binary numbers together until the maximum integer. That means it will only go through 1718 loops max, which is an efficient function without lags. I thought about making "x amount of damage" function as well but I realised it won't work properly because of sc2's spell life damage/armor reduction. Drawbacks

    None Final Thoughts

    Remember this system is temporary solution until Blizzard fixes the problem. I'll be finishing my AoS template for everyone who wants to learn more about Heroes in sc2.

    P.S. I'll be starting a big project soon, PM me. I'm looking for terrain editors, concept artists and few data editors.

    MAP DOWNLOAD

    Nice info. Do you know how we can make our hero level up? Is that function in the editor yet? Or do we have to use Custom UI? I ask because I am making something like that of which is on the front page right now, the RPG-esque night map. (I actually want to collaberate with that mapper on this)

    Posted in: Miscellaneous Development
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    posted a message on How to fix Mineral Distance Issues?
    Quote from Molsterr: Go

    While trying to help someone else, found what your looking for, Find your Mineral field under unites, change the footprint called "FieldMineral Field Pathing - Pathing Footprint Footprint Mineral Fields Rounded " and g2g

    Yeah... no... that does absolutely nothing. The one you said is the default footprint AFAIK.

    Posted in: Miscellaneous Development
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    posted a message on How to fix Mineral Distance Issues?

    I have a working fastest map, but the one problem I can't seem to completely fix is the mineral/vespene gas distance. When I place a start location and then put minerals on the edges of it and vespene geysers 2 or 3 grid spaces away on both sides in game the cc/hatch/nexus will spawn in a totally different spot then specified in the editor. It'll spawn with the mineral distance normal melee maps have. I've tried screwing with the pathing footprints as well as the pathing properties... both only fix it to an extent. Footprints fix the problem but allow you to build on top of your command center/hatch/nexus. Pathing properties fixes it but allows units to move through it.

    Is there any way I can change it so that it does not require mineral distance but have the building work like a normal cc/hatch/nexus in terms of pathing? I also need it so you can place a particular one (the starting location one) and have it work perfectly fine but any ones the player build after that function like normal and require mineral distance. And something else that is happening - if I place 6 geysers(half stacked on top of each other) in a row it works, but in game when I go to build a refinery/extractor/assimilator on top of it the geyser directly beside it is removed from the game once the building is finished. I've played with the same things I did above but so far also haven't found a fix for this?

    - Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Tool : SC2 Custom Map Patcher

    @Quelor: Go

    Honestly, this game is going to suck for some of us. 8 - 14 players eat up incredible amounts of resources, not to mention with 8 players ur frame rate is going to be like -1 if you don't have a really good video card. The ATI Radeon HD 4650 barely gets the job done. Next year im so upgrading it to something better.

    Posted in: General Chat
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    posted a message on Fastest Map Possible vSC2
    Quote from Whitelegs: Go

    I made a quick mockup and this is what I got in-game. I mean I haven't set anything like starting points which is probably what you're doing

    [IMG]//i40.tinypic.com/2elw3s6.jpg" rel="noopener nofollow" target="_blank">http://i40.tinypic.com/2elw3s6.jpg[/IMG">http://i40.tinypic.com/2elw3s6.jpg[/IMG]

    Ok yeah after more testing I see what you're talking about, I've been trying some stuff but I haven't found a way yet. To be fair I never actually messed around with any of blizzards editors so =/

    I actually found a way around that. You need to take all the collision flags off the geysers and nexus/cc/hatch. Also works with minerals. However, the problem now is that you cannot stack geysers. Or you can, but once you go to build on it in-game (once the refinery finishes) it deletes the geyser that is stacked beside it. I thought it was the radius so I changed that, ended up changing the collision on the refinery, extractor and assimulator... still no luck. Currently I have 6 per a base, three on each side of your main building, all spaced apart by one square each. 2 spaces to get to the geyser from the building. And the other problem is that without the collision flags on you can build on the starting building as long as you can get your scv/probe/drone to that spot (so you cant build in the middle of the CC, for example, only on the edges) The map right now fully works, I just need to tweak a few small things and it's pretty much just like the old fastest maps.

    I find it kind of retarded how there isn't just a disable mineral distance button in the data editor or something to that effect - would make this a hell of a lot easier to do... Help needed x.x

    Posted in: Miscellaneous Development
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    posted a message on Fastest Map Possible vSC2
    Quote from Whitelegs: Go

    Yeah or you could just hold shift which lets you ignore everything and stack.

    What would I do about the Vespene Geysers misplacing the starting cc/hatch/nexus. The minerals spawn right beside the main building, but adding gas geysers beside the main building makes it move. I've tried all I can think of again. lmao... more enlightenment needed.

    Posted in: Miscellaneous Development
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