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    posted a message on BTD help thread

    check out my map if yall want to understand (or, i uploaded an image that has all towers along with a quick description, that's all ya need really http://www.sc2mapster.com/maps/btd/images/2-towers/)

    1. s3rius showed me how to do this. The only problem now is that executing one abilities stops another one. So while my hellion (Aka mobile tower) is patrolling is has to stop the Move ability (patrol is an off-shoot of move) to fire. However i tested it and he can indeed fire while moving. So how do i allow it to attack without stopping patrolling? I'm gonna add a trigger to hide Move and Patrol once Patrol is used

    3. I used A Standard Tower Defense as a refference and ALMOST have my chain weapon done. Right now the only issue is that it isn't showing up. After im done posting this I'm going to go check out the actors

    5. Okay so i just coppied the normal siege turret and actor and put lvl 2 and lvl 3 on the corresponding units. Now lvl 3 works fine, but lvl 2 still wont turn. I checked the weapons, turrets, and actors and theyre all EXACTLY THE SAME (except for names). I just dont get it! I'm going to upload an updated version of the map tonight if you wanna take a look and see if you can spot anything

    Issues 2, 5, 6, and 7 are the main things i need help with. The chain weapon i can figure out on my own now that i looked at another map

    1 - fixed
    2 - still an issue
    3 - fixed
    4 - still an issue
    5 - still an issue
    6 - still an issue
    7 - stil an issue

    Posted in: Miscellaneous Development
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    posted a message on BTD help thread

    Alright guys, I'm ALMOST DONE with my tower defense (Bubbles' Tower Defense). All that's left is:

    Features:
    1. allow mobile towers (all 3) to attack while moving
    2. limit Patrolling to 1 waypoint (plus where the unit is when ordered to patrol makes 2 total i guess - there's 7 + start location, notmally)
    3. make a chain weapon (Archon weapon that links to a 2nd enemy)
    -show the chain tower's range (already know how to do this, just need to make the weapon first)
    4. I need to allow more time before the first wave starts. I set my timer/wave-spawner up as was done in Beider's 7part TD tutorial, so when the map starts, the timer automatically starts from 5 seconds, which isn't really enough.

    Bugs:
    - tower range indicators are not disappearing when a lvl 2 or lvl 3 tower is deselected (currently waiting for a reply from Beider)
    5. the cannon barrel on Tank Tower lvl 2 still doesnt turn to fire
    6. bunker towers (all 3) are still only firing 1 weapon
    7. bunker tower lvl 3 weapon (marauder wep) is acting funny. Doing WAY too much damage and slowing too much. Also, only firing one weapon as mentioned above

    Everything above with a number, i need help with because i don't know how to fix/do it =/ For orginization purposes, when responding to an issue, please put what number it is Thanks in advance for all the help!

    Posted in: Miscellaneous Development
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    posted a message on Help us promote SC2Mapster

    well, i was having trouble importing a loading screen (jpg) until finally someone told me just changing the name to .tga didnt help lol. Opened and Save As'd in photoshop to make it a tga, and low and behold IT WORKS :D

    Posted in: Miscellaneous Development
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    posted a message on Still learning the editor and have some questions

    Alright guys, I'm ALMOST DONE. All that's left is:

    Features:
    1. allow mobile towers to attack while moving (just need s3rius to respond to the post above this)
    2. limit Patrolling to 1 waypoint (and where the unit is when ordered to patrol)
    3. make a chain weapon (Archon weapon that links to a 2nd enemy)
    4. show the chain tower's range (already know how to do this, just need to make the weapon first)

    Bugs:
    5. tower range indicators are not disappearing when a lvl 2 or lvl 3 tower is deselected (currently waiting for a reply from Beider)
    6. the cannon barrel on Tank Tower lvl 2 and lvl 3 still doesnt turn to fire
    7. bunker towers (all 3) are still only firing 1 weapon
    8. bunker tower lvl 3 weapon (marauder wep) is acting funny. Doing WAY too much damage and slowing too much. Also, only firing one weapon as
    mentioned above

    Since i've already done a list of numbers and letters and it'd just be really confusing now, i'm going to start a new thread with the list above entitled "BTD help thread". Yall don't have to of course, but i'd REALLY appreciate it if yall help me finish these last few things :) If not though, i'm thankful for all yall have done already

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    I need a tutorial for creating a "Chain Lightning" weapon with an archon weapon. I'm almost done with my tower defense, but have yet to make the weapon for the Chain Tower, and i just can't seem to find one in the tutorial section

    Posted in: Tutorials
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    posted a message on minor suggestion for the site

    I'd rather it say "2 hours ago" instead of "12 minutes after the previous post" xD But it's not a huge deal (hence the title "minor")

    Posted in: General Chat
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    posted a message on Still learning the editor and have some questions

    in the weapons section of the Data Editor, on a weapon there is "Weapon - Allowed Movement" with options (moving) (none) or (slowing). It was set on None, so i changed it to Moving.

    There is also "Weapon - Options" with (Can Initiate Attack), (Continuous Scan), (Disabled), (Display Cooldown), (Hidden), (Linked Cooldown), (Melee), (Only Fire At Attack Target), and (Only Fire While Attacking). Can Initiate Attack, Linked Cooldown, Only fire at attack target, and only fire while attacking are checked and the rest are unchecked. This is the section youre talking about right? (2) If so, what do i need to check? You said those 2, but it seems like some of those would mess things up unchecked. I just want to double check since i dont understand it xD (I've dabbed in 3d modeling but never programming). If that's not the section youre talking about, what is?

    Also, thanks for the help :D

    P.S. I'm a zerg guy xD Translation, battlecruisers are fine, just keep dem der Thors away from me! ^^

    EDIT: s3rius helped me solve the loading screen issue, so G is now removed from the (still an issue) list

    B - still an issue
    E - still an issue
    F - still an issue
    H - still an issue
    I - still an issue

    Posted in: Miscellaneous Development
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    posted a message on minor suggestion for the site

    i may be missing this, but it doesnt look like there's anywhere to set your time zone, so PM's and forum posts say 3AM the next day when it's 10PM where i live

    Posted in: General Chat
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    posted a message on Still learning the editor and have some questions
    Quote from Quickshot14: Go

    @ctccromer: Go

    For custom loading screens and other images or files you need to use the import tool with the map (check tools menu) from there you can import your image and then select it from the browse button as your described. There is a import tutorial in the tutorial forums. As for the weapons if you have done all that and your evening seeing four diffrent weapons, then it is fireing all four diffrent weapons. It may not look it, but it is, the reason it animates only one, is becuase of the events on the actor more then likely.

    This is where things can get complicated, the events field on the actors can be a bit tough to understand and work with at first and to be honest were only really starting to get a full grasp on it, myself included. But again just like the morph issue, the reason your only seeing one animation of a weapon firing is because the actor is only setup for that. Again it gets complicated, since its an athestic issue I wouldn' worry about it, but if your really concered there are a few tutorials out there dealing with messing with the event feild for actors. But nothing defintive, I will hopefully have one up, but it may not be for a while.

    I appricate the nod for the help, I definlty do try my best and well if we dont share this information then all of us get stuck. To anwser a few questions off the top of my head, you can scale a unit two diffrent ways, from the acutal model or the actor. The actor is best, and its under Art - Random Scale Range & Art - Scale. If you want to make it larger or smaller and make sure it shows that way, make all these values the same. (so for example the unit starts at 1.0 scale and you want it a bit bigger, make all values 1.2 in thoese fields and it will scale it for you.)

    To make a unit invicible is quite simple, bring up the unit in the unit data editor and scroll down to Unit - Flags bring that field up and if you look (may have to scroll down a bit) there is an invicible checkbox, simply check that and its now invunrable/invicible. As for allowing a unit to attack while moving I do not know off the top of my head how, I belive this may be covered in a weapons tutorial here on sc2mapster, if not i'd look at the phenoix's weapon as that can fire while the unit is moving.

    Hope that helps out a bit and explains things a bit more for you. I dont have all the awnsers and sometimes even my own are incomplete but hopefully its a starting point.

    for the nod of appreciation, i just want you to know i appreciate it rather than being an ass who just asks for help xD

    I fixed the unit scaling and invincible unit issues

    as for the bunker only firing one weapon i'm pretty sure it really is only doing one weapon at a time. I uploaded a version of the map a few hours ago if you wanna open it up and look for yourself maybe i'm wrong..

    loading screen, i went to import the file and it didnt work. it said it couldnt load it or somethin and just displayed that 16x16 square with blue and red.. I tried uploading it as a jpg, tga, and dds and none worked

    i was unaware that phoenixes fired while moving! Where would that be? The weapon itself, the ability attack, or what?

    again, thank you immensely for all the help/explanations :)

    Posted in: Miscellaneous Development
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    posted a message on Random Map Idea

    if you want a refference for a turn-based strategy game, check out BattleDex (BattleDexGame.com). I won't make this an advertisement dont worry xD But anyways, I'm an intern for the company and the game itself is currently in beta. If you'd like, you and i can play a game or two in it and i can show you how everything works and who knows, maybe youll get some ideas from it! If you want to, that is Pm me if youre interested

    Posted in: Project Workplace
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    posted a message on Testing multiplayer maps while Bnet is down?
    Quote from SockWizard: Go

    Ah whatever. We can still bother them about it until they add it into an expansion though.

    Not necessarily. Blizzard tends to care for their income more than their players sometimes. However, they might afterall, who knows

    Posted in: General Chat
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    posted a message on Still learning the editor and have some questions

    G. How do you upload a custom loading screen? Something so simple never works for me :( I have a JPG on my desktop and know you go to maps > loading screen > browse, but i can't browse files on my desktop and dont know where the mapmaker is browsing, so i cant just dumb my jpg on its list

    H. Patrolling: By default, when a unit patrols, it can have up to 7 "waypoints" (like 1->2->3->4->5->6->7). How do i limit this to 1? Also, the length of a single patrol from one waypoint to another can be any distance. How do i limit that length?

    I. How do i allow a unit to attack while it's moving?

    J. How do i scale a unit down?

    K. How do i make a unit invincible?

    B
    E
    F
    G
    H (all still issues)
    I
    J
    K

    Posted in: Miscellaneous Development
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    posted a message on Still learning the editor and have some questions

    I'm confused then :( i did this, but it's still only firing one weapon. When the unit is selected it shows all 4 weapon icons, so I don't know why it's counting them all as the same weapon to FIRE, but different "weapons" as far as the editor i concerned. When (in data) i'm lookin at Bunker Tower, under Weapons it shows all 4..

    As far as the ID, when you double click the weapon, the pop-up window that has Name, ID, weapon type, based on, race, and field values.. the ID's are Ghost (on the original), Ghost2, Ghost22, and Ghost222. If this is the ID youre talking about, it's still not working. If it isn't, where is the ID youre talking about?

    EDIT: i just uploaded the new version of the map (2.3), if looking at that will help answer any of my questions. Ack!!! i just realized i forgot to add your name to the "Special Thanks" on the loading screen, Quickshot14 :( I'll put that on the version on my comp so it'll be there on the next version i upload

    Posted in: Miscellaneous Development
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    posted a message on Still learning the editor and have some questions
    Quote from Quickshot14: Go

    @ctccromer: Go

    To fix the, can't fire the target in that direction issue goto the weapons, damage effect I belive it is, and change the arc from 0 or whatever number it is to 360. The arc detiermes the direction a unit or a turrent must be facing in order for it to fire. Most unit arcs are 0 and most turrets are 90. Changing this to 360 allows the weapon to fire in all directions.

    Ah thank you :) I also really appreciate the explanation. So, i was told that i could put 4 marine weapons to get the effect i want rather than having to put a marine weapon that fires 4x as fast or load the bunker with 4 marines. So for all 3 bunker towers in Combat - Weapons + i put 4 of the corresponding unit's weapons. However when i playtested it, there was only one. Do i have to make 3 COPIES (and the original makes 4 total) of the weapons for there to be 4 seperate weapons?

    Posted in: Miscellaneous Development
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    posted a message on Testing multiplayer maps while Bnet is down?

    Wow.. that's kindof stupid IMO. It doesnt seem like LAN capabilities on a game that already has internet capabilities would take any time at all to make, make them want to charge any more money, or take up any more disc space. And as popular as this game is in some places (ex. korea) no LAN is a TERRIBLE idea. But better no LAN than no internet i suppose

    Posted in: General Chat
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