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    posted a message on it was there and now its not! (disappearing doodad)

    I just checked out my editor, under props it's still there 'Protoss Summoning'.

    Could it be that one of your dependencies (campaign?) somehow turned off?

    Posted in: Miscellaneous Development
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    posted a message on Is anyone making a Pseudo-RPG?

    I am currently working on a personal project which is intended for 1player but could be increased to multiplayer. Basically it'll be a wander around with 1 hero, do quests/follow some sort of story line. You can get in combat by running up to wandering enemies and then fight in a specific battle area. My goal is to have an adjustable 'party' of 4 units that fight vs computer enemies with a sort of side view, where you control one of them. It's kind of hard to explain like this but just search for 'Tales of Symphonia battle' on youtube and you'll understand what I aim my combat to be like. So it won't be a conventional RPG but action-rpg combat with regular RPG roaming around the 'world' so to speak.

    Posted in: Project Workplace
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    posted a message on [WIP] Jump and Run Platform

    @zeldarules28: Go

    Indeed, you could add some sort of gravity trigger which would pull your unit south when not blocked by cliffs.

    Posted in: Project Workplace
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    posted a message on The Desert Station (An SC2 Map WIP)

    As I can't take a look in your map I'd like to give a suggestion. If you are having trouble with making certain area's accesible or inaccesible you can press H in the editor and then put pathing on the ground to block ground movement, you can even just make all your dooddads ignore their pathing and add the 'no ground' there yourself.

    Posted in: Project Workplace
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    posted a message on RPG Terrain preview

    @joecab: Go

    What I meant with 'save optimize for size' basically. If you are in the editor press the File button all the way to the left where you normally open/make new map etc. There is a tab with 'Preferences' if you click that you get into some sort of editor option area where you can go to 'documents' and then click the radio button to 'optimize for file size' I believe that's what it says. It makes saving take a bit longer but I think it compresses files or tidies them up since it lowers the file size a bit.

    Posted in: Miscellaneous Development
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    posted a message on Custom map feedback thread for EU servers

    There is a sticky on another section of the SC forums. Think it was general or something. (On the EU that is)

    Here it is http://eu.battle.net/sc2/en/forum/topic/261716187

    Posted in: Miscellaneous Development
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    posted a message on RPG Terrain preview

    @joecab: Go

    I'd like to let you know that in preferences you can adjust the saving style to optimize for a small format. If you save like this it will take a lot longer to get the map saved but your file size will also be smaller. I suggest checking that out before cutting.

    On my own map which I have recently started on this saved me at least 13% saving size. Though I am very far from finishing and the optimizing for small format might work different from data editor to terrain to triggers it should at least help.

    Posted in: Miscellaneous Development
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    posted a message on wtf is a 'nested iteration'?

    If you are unsure how to make proper triggers but know quite some of what the triggers do you could open up a few campaign maps (unless you haven't finished it yet ofc for spoilers) and check how Blizzard did it. Afterall, they probably know how to use their editor the best at this point in time.

    Posted in: Miscellaneous Development
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    posted a message on Where is...

    First of all I'd like to point out you shouldn't bump your map every 2 hours, someone will find your post regardless. Secondly, I just checked it myself and found out where it is in a few seconds. You open up your SC editor, press the open button. Swap to the Battle.net tab and log in. Then you select the map you wish to open by choosing recently played or any other where you can find the map again. It turns out the maps are either not saved on your own computer except for campaign and own-made maps or you are required to log in to open them from an MPQ file or something. But either way I could find all maps from there that are published and thus playable online.

    Posted in: Miscellaneous Development
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    posted a message on level-appropriate unit spawn help

    @Demivion: Go

    I could be wrong but can't you use the event 'unit uses ability - morph 2nd evolution' etc?

    Posted in: Miscellaneous Development
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    posted a message on multiple Tile pallets.

    @Scorpians: Go

    In the Data editor you can find 'texture sets' and when you select the texture set you are using you can then scroll down on the right and near or at the bottom you can swap textures. I personally think it's sad that you can only use 8 at most. Hopefully there will be a workaround in the future so you can use more than 8.

    Posted in: Miscellaneous Development
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    posted a message on Advice for 3 way Dota map?

    @zeldarules28: Go

    How about you change it so that you spawn zealots, zerglings and firebats all having stats and acting as if they are melee (firebat using a fire non-aoe attack, basically a fire animation while using a melee attack) that way you can have 3 exactly equally statted units with different models. It's the only way I can see it become balanced. Ofcourse you don't have to use a firebat or a zealot or whatever, up to you. But this should give you an idea at least. Don't forget to put down some towers because as with all simulations RNG causes one mob to kill another first thus creating imbalance over time. Guess you figured that yourself already.

    Posted in: Miscellaneous Development
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    posted a message on Cienamtic ideas... possible?

    @tacticaltrench: Go

    You can make a unit or whatever it is that rides be followed by player cameras so yea, it is possible to make it. I haven't done any cinematics myself yet but merely from making custom movements for my own map it is clear you can definetely create a rollercoaster kind of thing or like you say, a haunted ride.

    Posted in: General Chat
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    posted a message on Playergroup vs Playergroup and bossbar

    To create a bossbar that only the player that controls the unit sees you will need to use Dialogs and make an own made boss bar. If you use the search function you just type in something like 'Health display dialog' and I'm sure you will find a tutorial.

    Posted in: Miscellaneous Development
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    posted a message on Help with combat movement

    So I've been working on a map for myself where I want to implement a specific movement for battles. I haven't been able to work it out myself yet and perhaps one of you knows how to do it.

    Basically, I move on a map with wasd like many others which works and I got that covered. I want to add another type of movement for when you enter a battle (You portal to a special area when you get near an enemy). In that area I want movement to change so that A moves you away from the target if the target is to the right of you, and D moving towards the target. This is while looking at your unit from a regular angle (that would mean A west, D east). However, it won't be linear. Let's say there are 3 targets and you 'focus' one target, you can also move diagonal but still, A/D functionality would remain the same. When you are i.e. east of the target I want A to move towards the target and D to move away from the target.

    I hope someone can work it out or get me on track.

    Added an image to make it easier to understand.

    Posted in: Miscellaneous Development
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