dunno the loopholes your talking about.
anyway. not the reason why I post
just 1 thing to think off. also to publish your map you need a active account (with the game tied to it)
so if you get the editor working (guess you will) you are kinda limited to peep that have the game to publish it.
also if you use the beta editor players will have problems with some triggers.
withouth any info you will get nobody applying.
tell
What kind of map is it?
what the map is about?
What kind of mappers do you need? (mappers, trigger editors, data editors, etc)
I guess my question really boils down to this: am I missing something that I don't know about when I use a copy/paste procedure over the Duplicate Object function?
yes. because when YOU use duplicate you get a window with what to duplicate. like normal peep without thinking you just duplicate every link and that's where you duplicate gets broken. (some links are linking to things that don't exist.)
try duplicate again but than only duplicate the unit and the actor that has the same name as the unit. this way the model and everything stays intact.
if you are using duplicate a simple rules to follow is:
1) Never duplicate Models, Sounds, Validators, requirements and Upgrades Unless you know what you are doing
2) duplicate the weapon separated of the Unit that uses it. (restore the weapon link afterwards)
3) if a missile unit is attached to the weapon make sure you duplicate it separated (because this is the only way to also get the actor linked to the missile)
k. this example I tell you how to set up a 3v3 game with 3 watchers.
- first open up player properties (map -> player properties)
- in the players tab set every player you like to add the controller to user. (all the real players + watchers)
so if you have 6 players and 3 watchers you set player 1 to 9 the controller to users.
- now open up: map -> game variants.
- create a new variant and right click it to set it to default.
- name the variant any name and give it a basic description.
- now we go to the game type tab.
- set category to custom and add your own like you normally would.
- set mode also to custom and also add your own stuff there.
- new set max team size to 3. this only affects the team that play the game so while max team size is 3 your watchers team may be 6.
- go to attributes tab.
- set (game)teams to the amount of normal teams you would have (without the watchers) and lock it. (in my case 2 teams)
- set in (player)Controller and set them all to open (don't lock them)
- set in (player)participant role player 1 to 6 to participant and player 7-9 to watcher (again don't lock)
- set in (player)teams [your amount of teams] player 1-6 to the right teams. (don't lock) leave player 7-9 to none.
for the teams set:
player 1 to team 1 [1]
player 2 to team 2 [1]
player 3 to team 1 [2]
player 4 to team 2 [2]
player 5 to team 1 [3]
player 6 to team 2 [3]
and all done.
now if correct and people are in the map lobby they can right click there name and make them self watchers (and creating a new watchers team)
k. for the weapons. it is possible to have a range and melee weapon on 1 unit.
the attack animation is bound the the unit and not the weapon. so that should also not be a problem.
the sound is bound to the weapon. so if you want different sounds per units you need different weapons per unit.
remove weapons from unit. there is no easy way for trigger and the way it would work is clumbsy and dumb. just go to the data editor. pick the unit and remove the weapons.
set armor... nope. can only be done in data editor. if you want to change it midgame in the data editor you need to create upgrades and than activate them in the trigger editor.
model same story
the trigger editor is nice and easy to use. but without the use of the data editor you can't create the effects you are looking for. think its time to start read tutorials or ask someone to do it for you.
your first question? data or trigger editor... if you want a quick sloppy work. use triggers. if you want a cool looking spel that works every time. use data editor.
second you asked: In the war3 days you used to make unit projectiles and send them out in every direction to mimic a nova. Are there better ways now?
you can still do it this way ofc. but yes there are also better ways now. I suggest start looking up tutorials. if I'm correct there is 1 that talks about nova's (use search box)
0
Unit - Move (Triggering unit) instantly to Point (No Blend)
its under unit
you will end up with something like this:
0
@Marikh7: Go
right click -> save as
0
LargeImage.dds ???
maybe look at it and see what's wrong?
0
the wow version
0
dunno the loopholes your talking about.
anyway. not the reason why I post
just 1 thing to think off. also to publish your map you need a active account (with the game tied to it)
so if you get the editor working (guess you will) you are kinda limited to peep that have the game to publish it.
also if you use the beta editor players will have problems with some triggers.
0
read the post again. this is not about complaining etc.
Rodrigo is just asking for peep to check his word list because he has not the time
Read first, than post. don't think up stuff yourself.
0
did you add the attack skill to the unit? normal above the ground lurker has no attack skill
0
withouth any info you will get nobody applying.
tell
What kind of map is it?
what the map is about?
What kind of mappers do you need? (mappers, trigger editors, data editors, etc)
0
I never had any problems with the sound. think I worked past about 80 units. no problems at all.
0
@Adelios: Go
right click the link, save as.
0
yes. because when YOU use duplicate you get a window with what to duplicate. like normal peep without thinking you just duplicate every link and that's where you duplicate gets broken. (some links are linking to things that don't exist.)
try duplicate again but than only duplicate the unit and the actor that has the same name as the unit. this way the model and everything stays intact.
if you are using duplicate a simple rules to follow is:
1) Never duplicate Models, Sounds, Validators, requirements and Upgrades Unless you know what you are doing
2) duplicate the weapon separated of the Unit that uses it. (restore the weapon link afterwards)
3) if a missile unit is attached to the weapon make sure you duplicate it separated (because this is the only way to also get the actor linked to the missile)
0
k. this example I tell you how to set up a 3v3 game with 3 watchers.
- first open up player properties (map -> player properties)
- in the players tab set every player you like to add the controller to user. (all the real players + watchers)
so if you have 6 players and 3 watchers you set player 1 to 9 the controller to users.
- now open up: map -> game variants.
- create a new variant and right click it to set it to default.
- name the variant any name and give it a basic description.
- now we go to the game type tab.
- set category to custom and add your own like you normally would.
- set mode also to custom and also add your own stuff there.
- new set max team size to 3. this only affects the team that play the game so while max team size is 3 your watchers team may be 6.
- go to attributes tab.
- set (game)teams to the amount of normal teams you would have (without the watchers) and lock it. (in my case 2 teams)
- set in (player)Controller and set them all to open (don't lock them)
- set in (player)participant role player 1 to 6 to participant and player 7-9 to watcher (again don't lock)
- set in (player)teams [your amount of teams] player 1-6 to the right teams. (don't lock) leave player 7-9 to none.
for the teams set:
player 1 to team 1 [1]
player 2 to team 2 [1]
player 3 to team 1 [2]
player 4 to team 2 [2]
player 5 to team 1 [3]
player 6 to team 2 [3]
and all done.
now if correct and people are in the map lobby they can right click there name and make them self watchers (and creating a new watchers team)
0
ofc its possible like that... kinda logic if it worked in the raynor map it should work in every map...
0
k. for the weapons. it is possible to have a range and melee weapon on 1 unit.
the attack animation is bound the the unit and not the weapon. so that should also not be a problem.
the sound is bound to the weapon. so if you want different sounds per units you need different weapons per unit.
remove weapons from unit. there is no easy way for trigger and the way it would work is clumbsy and dumb. just go to the data editor. pick the unit and remove the weapons.
set armor... nope. can only be done in data editor. if you want to change it midgame in the data editor you need to create upgrades and than activate them in the trigger editor.
model same story
the trigger editor is nice and easy to use. but without the use of the data editor you can't create the effects you are looking for. think its time to start read tutorials or ask someone to do it for you.
0
your first question? data or trigger editor... if you want a quick sloppy work. use triggers. if you want a cool looking spel that works every time. use data editor.
second you asked: In the war3 days you used to make unit projectiles and send them out in every direction to mimic a nova. Are there better ways now?
you can still do it this way ofc. but yes there are also better ways now. I suggest start looking up tutorials. if I'm correct there is 1 that talks about nova's (use search box)