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    posted a message on Mysterious Building Shadow

    lol. that's a bit odd... looks like a bunker shaped shadow to me... which makes me think of two possibilities.

    1. you made a cloned bunker unit, and didnt attach an actor to it, thereby leaving it invisible, and forgetting to delete it off the map, and it somehow now shows up?

    or...

    2. i have no clue if theres a way to change/edit a units shadow to one of your choosing, but if there is, then perhaps the mini turret unit has two shadows attached to it? bunker/turret?

    actually... a third thing it could be is just the terrain texture in that area, it's bumpiness or w/e... try smoothing it out?

    Posted in: Miscellaneous Development
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    posted a message on Curious about "pre-release" digital dl and GE

    Just wondering... the digital download currently available is supposed to be the full game, but not technically playable until the game is actually released... being that it's a full copy of the game, and that GE has much unfinished pieces that are expected to be released with the actual game, does that mean if the digital copy is downloaded and installed now, it brings a fully polished GE?

    Maybe I'm wrong, but I just expected the GE to contain a few more things to make it more close to "perfect". i.e. firebats, medics, heroes? Maybe some finalized triggers, and newer triggers while were at it. idk. I swear I read that GE was not complete, so Im wondering if the pre dl brings the complete version of the editor?

    Posted in: General Chat
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    posted a message on Need Help Please D; :P

    Thanks for the response.

    1. I think I'll give the create cargo units thing a shot, sounds like it makes a lot of sense, lol. I tried the issue bunker command load thing, and only some end up going in. I increased the bunker space already, and lowered the space take up by all those units to only 1 space. To get the hellion in, Im pretty sure all it took was removing the "biological required" thing from the bunker, that or just making the hellions biological.

    3. I forget what I'm using now to make the hero spawn, but it gives a range limit as to how far you can spawn them (to prevent placement anywhere), and I hope I can maintain that. I'll give your way a shot.

    4. Thanks, I'll give it a shot, not sure about having to create triggers lol.. anyone wanting to help there is welcome to ;D.

    Thanks again.

    Posted in: Miscellaneous Development
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    posted a message on Need Help Please D; :P

    1. I can't figure out how to get a bunch of units, (grouped as 2 rines, 1 ghost, 1 reaper, 1 marauder, 1 hellion = 6 units) to enter accompanying bunkers. In other words, there's about 10 bunkers in a part of my map that each have a group of those units near it, and I want them to auto enter at map initialization. and stay there.

    2. Auto massing. The thing is that one player on each team has the massing option, and will be able to mass all units they control after those units are given to them by their team mates, based on what they build for them.

    3. I have a building that has the ability to create heroes. (with spells, etc) and it basically makes you place them within a given range for them to spawn, the problem I have is that they appear instantly, where you click them to come out, I want a warping in effect, a building effect, or a morphing effect type of thing, like a pylon warping in effect, but the hero appears instead (this way stronger heroes have a longer spawning time).

    4. Setting the computer in a custom map to play normally, (harass a base every so often from either team, gather minerals, gas, build more lings, hydras, every so often, attack, stuff like that). Its a game with a lot of objectives and other things to be done, so I cant just leave it as melee I think? I want the AI to play as if they are playing melee sort of, but not exactly... So they are pre placed on the map, Hive, Extractors, Drones, they just sit there, I want them to start doing something basically.

    5. Havent even attempted this one yet. I want there to be a choice (vote perhaps) at the beginning of the game in a UI map, for difficulty of the game (the way the AI behaves I guess) (any other ideas welcome)

    Standard, Veteran, and Hell/Chaos/Legend Mode. or something along those lines.

    I guess if anyones interested in helping out, let me know.

    These questions are from 2 separate maps, just for the record. Anyway, answers appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Beta Usernames

    Sythmorix 783 here.

    Quote from ST4RKiLL3R: Go

    @vadremix: Go

    where can you find it man? profile? Maybe I'm just not looking hard enough lol. It's been a weary day for SC2 fans.

    Click the little friends Icon thing and then add buddy or w/e. It'll say your code there.

    Posted in: General Chat
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    posted a message on It is here.

    [captain obvious]games are playable again[/captain obvious]

    Posted in: General Chat
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    posted a message on Program Suggestions

    I know I'm going out on a limb, and I hope this is an ok place to post this, but here it goes.

    I'm not much of a programmer, so I won't even bother to attempt any of this on my own, but there are a few programs out there that I remember using with the SC1 Editor to help make some nice maps, along with one or two ideas I have in my head that I would love to be able to use.

    I know making programs takes a lot of work, but hopefully I will inspire one of you out there to give writing these things a chance for GE.

    1. I remember using a program that imported image (any image if I recall) and pretty much converted it to terrain, so that the minimap image was a near perfect copy of the original image. Maybe that doesn't sound useful at this point... pictures for the mini map, but I think it might open up some nice ideas in the future what with the potential of this GE and all the programmers. Who knows, eh? :P

    2. This one might be a little iffy, but I hope you will at least hear me out. I had an idea for a sort of "Trigger Library". I know you can just open up maps and see how it was done, but sometimes that can still be a little confusing to mediocre programmers like my self and take hours to figure out lol. Now if someone wanted to take up this project all it would require is a nice little program that has sets of triggers categorized by Map Type.

    Example:

    Adventure

    3rd person Camera/Aiming Shooting/Reloading/Ammo Attacking Jumping Spells/UI

    Shooter

    Camera/Aiming Shooting/Reloading/Ammo

    Defense

    Creating Waves Rewarding Kills Upgrading Towers Heroes

    Miscellaneous

    Tetris Camera Blah Blah Blah Random Cool things we've seen :P

    Anyway... just throwing together some randomness but I'm sure someone more involved with triggers would understand better how to organize it and what to include. The point of the program would be to automatically update with new triggers constantly "as seen in (such and such map)" to teach new players how it was done and to inspire more players to make more maps. There should if possible be a way to copy the triggers to a new map to test them out individually or combine them, if possible even include some easy to follow text instructions that would explain things as plain as possible.

    3. Last but not least, I figured this might be possible if not done already, A map flipper for melee maps. Basically, we all want symmetrical maps. Im not sure how easy it is to get that down perfectly, or if theres a simpler solution than this, but suppose a program that would allow you to make half of a melee map and then automatically flip it and extend your map in mirror form. possibilities for flipping over x axis as well for a full mirror effect.

    I don't know. Just some random ideas to get you bored programmers inspired. Hope you liked them. :P

    Edit: In the trigger library example all the text with arrows in front of them should be listed under the preceding category.

    Posted in: Third Party Tools
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    posted a message on [solved (nub mistake)] Copying Summon Nydus Worm

    @Azkit: Go

    haha... that certainly does make sense. Don't fret about the post, wasn't completely useless. You just taught me something to look out for :P

    Posted in: Miscellaneous Development
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    posted a message on [solved (nub mistake)] Copying Summon Nydus Worm

    Let's see... I'm one of the least experienced mappers here but I'll take a shot at the possibilities. (Don't shoot me if you tried them all) :P. Sorry if some of them are obvious and already checked.

    Trigger may only be targeting one computer to use your "custom nydus building".

    Perhaps the trigger is referring to the summon Nydus Worm ability that comes from the Nydus Canal, therefore only the comp with the canal can actually use it. (Assuming the custom nydus building has a customized version of summon worm).

    I have no other idea besides that honestly. Good Luck!

    Posted in: Miscellaneous Development
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    posted a message on Help with Roads?

    @Tridgit: Go

    ah ha! success! Thanks Tridgit! :) And I guess I should apologize before I get scolded for posting a question that was already answered...

    In my defense it was about 2 am when I posted my question... hadn't even crossed my mind. I'll be more careful in the future :P. Thanks again! :D... I'm gonna love having you guys around to answer the trillions of my map editing questions xD.

    Muahahahahaha... be prepared... be VERY... prepared...

    )
    Posted in: Miscellaneous Development
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    posted a message on Help with Roads?

    I know this isn't the right place to introduce my self, but I figure I might as well make this my introduction as well since it's also my first post. Ive been following sc2mapster for a while and finally realized I might as well get my self an account with you guys. Thanks for all the great custom maps we got to try out pre-bnet custom mapping. Anywho!! The question... I'm working on a map but I'm clearly super novice... its a remake of an old map that I did not create, but I wont mention what it is yet.. hopefully Ill be the first to (re)make it, and do it well... so...

    QUESTION: I added roads to the map to test a little something out. After saving the map and exiting the editor for another day, I come back to it to find I have no idea how to remove the darned roads! So if someone knows the magic sequence of clicks and keystrokes to make road removal possible please let me know... and if it's a painfully obvious procedure, then please don't be too harsh on me :P.

    Little more info... I made a buncha maps in sc1... well.. sorta.. they never made it to bnet... cuz although the design was always amazing (pats self on back) my dreams always died at triggers lol... some of them were pretty original too.. shame :P... maybe theyll get their chance to shine in sc2... assuming I become anywhere near as talented as you all are with this editor.

    Posted in: Miscellaneous Development
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