Just create a normal building and change it's actor's Art - Model field to point to the model that you want. Run your trigger/script off of this new building and you're done.
Both civilian and high poly campaign units exist in the SC2Campaign module(s). You need to add these modules as dependencies to your map in order to use them.
To do this:
1. File > Dependencies > Add Standard
2. Check Liberty (Campaign) and Liberty Story (Campaign)
With the Units layer selected (on the main map):
Civilian units will show up under Campaign > Terran > Units
High Poly units will show up under Storymode > Terran > Character
I've tried about a half dozen tutorials and about 3 hours trying to duplicate a unit successfully.. So far I have either gotten a black circle, odd colored sphere, or the unit model without any sound (tried copying the marine) If anyone has any "easy" method on how to duplicate a unit (with all the sounds), then that would be much appreciated
Almost all your issues seem like actor and/or actor->model link issues.
Personally, I try not to do a mass duplicate (which it eventually ends up being at the unit level) since too many links get broken.
Perhaps tell us what exactly it is you are trying to modify with your new marine and we can go about telling you what a more efficient solution will be, one that perhaps circumnavigates having to use the duplicate feature.
On a separate note, duplication itself is fine, but for specific things. High level objects (like units or any other type of object that has a lot of stuff linked to it) is very prone to breaking under duplication. The little tree view should let you know if there are too many things linked to an object to perhaps prevent you from using duplicate.
Overall though, you will learn what you should and should not use duplicate for in time.
As an example, things like "models" which are usually leaf nodes, are perfectly fine to duplicate, since they rarely have things attached under them (instead they are attached to other stuff higher up the chain).
I don't really understand what exactly it is you are asking. I think it is not very considerate to have us have to download and run your map to even understand your basic question.
Try a bit better to explain the issue (perhaps you can use screenshots or videos?).
Remember, you have to help us help you by presenting your issue in a way where we can understand it quickly and work on a solution for you.
It would be hard to tell the issues without an accurate changelog to look at.
If it was working before and isn't now, it would be helpful to know what other systems you have added to your map between then and now.
Thread errors obviously means that you are hitting a limit, without seeing what new stuff is creating threads, it is hard to tell where the error lies.
I could go into a long winded description of how to actually apply creep dynamically around the map, but for simplicities sake you could just place tons of creep tumors for player 0 or something around the areas you want creep. Since they are player 0, the tumors themselves will be invisible.
Thx zzpop! You mentioned that it's possible but not two maps simultaniously. So if I'm hearing u right then I could have all the players move to a location and queue up to load a new map together, deleting the old one though?
Oh yea, Definitely.
If you want all players to move from one map to another, that is possible. I initially thought you would want some players in map X and others in map Y simultaneously.
But if you want them all to go from map X to Y together, then yea, simple map transitions would work just fine.
To make the "queuing" part easier, you can just use the regular "has player clicked ready" kind of device, which tells the players to hit a button "ready" when they are ready to port. Then check if all active players have hit ready and boom, do the transition.
Is it possible to have zoning? What I mean is, can players on a multiplayer rpg like map move their unit to a location and trigger a loading of a new map?
If it is possible, what are the limitations? Do all players have to zone together? (all move to the location and 'queue' up) what is the limit to the number of linked maps?
Yes, it's totally possible to do the basic concept with triggers, areas and map transitions, but you can't have multiple maps running with simultaneous connections and have those maps communicate with each other, since that is not supported on Bnet.
To get around this, you can model transitions within the same map, by using a really big map and warp points. (i.e. port players who go from one area to another within the same map). By using tile-set substitutions, you can have the players port to different areas that look like a totally different map.
I am slowly starting to realize these forums are a total scam. It seems the "gurus" are more concerned with "promoting" the website and ca$hing in on the promotions then actually doing anything in terms of helping the community. Over 95% of all tutorials/maps/guides/etc on this sc2mapster are leeched from other sources, and then made to look like they were made here.
Simple questions go unanswered by the guys who are meant to be helping out. The only conversation that goes on is the few 'in the know' guys who keep posting on how they want to blow eachother since they are so awesome. Its such a total fail.
Basically, none of your "gurus" really give a sh!t. As long as you keep generating site visits for them (which generates not only popularity but $$$ for them) they will continue to treat this "community" like their own personal ca$h cow and never give a sh!t.
If you want to see what a real community is like, its best you stick to the ones that have been tried and tested and have existed since before sixen and his gang decided to spam promote sc2mapster everywhere. You know, communities like TheHelperNet or The Hive Workshop, ones with real communities, helpful "gurus" and actual helpful content that isn't leeched without even giving the proper thanks/acknowledgments.
And oh boy don't get me started on what a cesspit the sc2mapster IRQ channel is like.
The marine model by default has the shield.
The marine model also has a subset of animations where the shield is hidden (called "Cover").
By default, the marine's actor (in the events field) is set up to use the "Cover" set of animations.
When you buy the Combat shields upgrade, the marine actor disables the the forced use of the "Cover" animations and starts using the normal animations.
Question 2- Why is it when I make a copy of a unit and include a copy of the default weapon there is no sound when the weapon fires in game?
Because you still need to set up the actor's event fields properly.
Is there something special that needs to happen to apply behaviors to missiles?
I have set everything up, I have a "missile required" filter. I have the behavior that alters the missile in some way. I have the search set up as well, but for some strange reason, the behavior itself does not seem to be applying to the missile.
Using the exact same setup (and same filters/search effects) I can apply things like Forces to the missile, but as soon as I try to apply the behavior, nothing happens.
Basically looking for a way to transfer Data editor stuff between maps,
or
Have it so that I can make changes to data editor stuff in a map file and have the mod file automatically update without having to manually load up the mod file and make the changes there.
Hi guys. I had a quick question about how to properly use Mod files.
I want to setup a scenario where I have one mod file that has all core data changes I need. I then want to be able to attach this mod file at will to any map file that I make.
I know this is possible to do with the "include other" part of dependencies, however, I want it to be so that if I change some value in the data editor, that value is also changed in the mod file across all my maps that use it.
Essentially I want to have a way where I can make data editor changes to my mod and have it reflect across all my maps, without having to open/save/close my mod and reload my map everytime I make a change.
This is primarily going to be used since, from my understanding, I need to have a map to test out my changes, but as far as I know I don't know if you can attach a test map to your mod file.
Anyone know how I can accomplish this?
Right now I have a mod and a map, and in order to test a change, e.g. increase the size of a model, i need to make the change on the mod, then load up the map and see if it works, then repeat for every change i make, which is cumbersome.
Perhaps there is another way to quickly test out changes in my mod without having to use a map?
0
@Casva: Go
Umm...
Just create a normal building and change it's actor's Art - Model field to point to the model that you want. Run your trigger/script off of this new building and you're done.
Pretty simple really.
Next.
0
@Drinkwagon: Go
Both civilian and high poly campaign units exist in the SC2Campaign module(s). You need to add these modules as dependencies to your map in order to use them.
To do this:
1. File > Dependencies > Add Standard
2. Check Liberty (Campaign) and Liberty Story (Campaign)
With the Units layer selected (on the main map):
Civilian units will show up under Campaign > Terran > Units
High Poly units will show up under Storymode > Terran > Character
0
Almost all your issues seem like actor and/or actor->model link issues.
Personally, I try not to do a mass duplicate (which it eventually ends up being at the unit level) since too many links get broken.
Perhaps tell us what exactly it is you are trying to modify with your new marine and we can go about telling you what a more efficient solution will be, one that perhaps circumnavigates having to use the duplicate feature.
On a separate note, duplication itself is fine, but for specific things. High level objects (like units or any other type of object that has a lot of stuff linked to it) is very prone to breaking under duplication. The little tree view should let you know if there are too many things linked to an object to perhaps prevent you from using duplicate.
Overall though, you will learn what you should and should not use duplicate for in time.
As an example, things like "models" which are usually leaf nodes, are perfectly fine to duplicate, since they rarely have things attached under them (instead they are attached to other stuff higher up the chain).
0
@Hobbesss: Go
I don't really understand what exactly it is you are asking. I think it is not very considerate to have us have to download and run your map to even understand your basic question.
Try a bit better to explain the issue (perhaps you can use screenshots or videos?).
Remember, you have to help us help you by presenting your issue in a way where we can understand it quickly and work on a solution for you.
0
@Bounty_98: Go
It would be hard to tell the issues without an accurate changelog to look at.
If it was working before and isn't now, it would be helpful to know what other systems you have added to your map between then and now.
Thread errors obviously means that you are hitting a limit, without seeing what new stuff is creating threads, it is hard to tell where the error lies.
0
@Tvcouch: Go
I could go into a long winded description of how to actually apply creep dynamically around the map, but for simplicities sake you could just place tons of creep tumors for player 0 or something around the areas you want creep. Since they are player 0, the tumors themselves will be invisible.
0
@BasicGear: Go
Just publish it, test the map, then nuke the map from your list of published maps.
Once you publish a map it doesn't stay on your account forever, you can nuke old/unused maps easily.
Currently, barring 3rd party hacks, you can't test multiplayer without going through bnet.
0
Oh yea, Definitely.
If you want all players to move from one map to another, that is possible. I initially thought you would want some players in map X and others in map Y simultaneously.
But if you want them all to go from map X to Y together, then yea, simple map transitions would work just fine. To make the "queuing" part easier, you can just use the regular "has player clicked ready" kind of device, which tells the players to hit a button "ready" when they are ready to port. Then check if all active players have hit ready and boom, do the transition.
0
Yes, it's totally possible to do the basic concept with triggers, areas and map transitions, but you can't have multiple maps running with simultaneous connections and have those maps communicate with each other, since that is not supported on Bnet. To get around this, you can model transitions within the same map, by using a really big map and warp points. (i.e. port players who go from one area to another within the same map). By using tile-set substitutions, you can have the players port to different areas that look like a totally different map.
I am slowly starting to realize these forums are a total scam. It seems the "gurus" are more concerned with "promoting" the website and ca$hing in on the promotions then actually doing anything in terms of helping the community. Over 95% of all tutorials/maps/guides/etc on this sc2mapster are leeched from other sources, and then made to look like they were made here. Simple questions go unanswered by the guys who are meant to be helping out. The only conversation that goes on is the few 'in the know' guys who keep posting on how they want to blow eachother since they are so awesome. Its such a total fail.
Basically, none of your "gurus" really give a sh!t. As long as you keep generating site visits for them (which generates not only popularity but $$$ for them) they will continue to treat this "community" like their own personal ca$h cow and never give a sh!t.
If you want to see what a real community is like, its best you stick to the ones that have been tried and tested and have existed since before sixen and his gang decided to spam promote sc2mapster everywhere. You know, communities like TheHelperNet or The Hive Workshop, ones with real communities, helpful "gurus" and actual helpful content that isn't leeched without even giving the proper thanks/acknowledgments.
And oh boy don't get me started on what a cesspit the sc2mapster IRQ channel is like.
0
Umm...
The marine model by default has the shield. The marine model also has a subset of animations where the shield is hidden (called "Cover"). By default, the marine's actor (in the events field) is set up to use the "Cover" set of animations. When you buy the Combat shields upgrade, the marine actor disables the the forced use of the "Cover" animations and starts using the normal animations.
Because you still need to set up the actor's event fields properly.0
Is there something special that needs to happen to apply behaviors to missiles?
I have set everything up, I have a "missile required" filter. I have the behavior that alters the missile in some way. I have the search set up as well, but for some strange reason, the behavior itself does not seem to be applying to the missile.
Using the exact same setup (and same filters/search effects) I can apply things like Forces to the missile, but as soon as I try to apply the behavior, nothing happens.
Can anyone shed any light on the issue?
0
Anyone with any ideas on this?
Basically looking for a way to transfer Data editor stuff between maps,
or
Have it so that I can make changes to data editor stuff in a map file and have the mod file automatically update without having to manually load up the mod file and make the changes there.
thanks
0
Hi guys. I had a quick question about how to properly use Mod files.
I want to setup a scenario where I have one mod file that has all core data changes I need. I then want to be able to attach this mod file at will to any map file that I make.
I know this is possible to do with the "include other" part of dependencies, however, I want it to be so that if I change some value in the data editor, that value is also changed in the mod file across all my maps that use it.
Essentially I want to have a way where I can make data editor changes to my mod and have it reflect across all my maps, without having to open/save/close my mod and reload my map everytime I make a change.
This is primarily going to be used since, from my understanding, I need to have a map to test out my changes, but as far as I know I don't know if you can attach a test map to your mod file.
Anyone know how I can accomplish this?
Right now I have a mod and a map, and in order to test a change, e.g. increase the size of a model, i need to make the change on the mod, then load up the map and see if it works, then repeat for every change i make, which is cumbersome.
Perhaps there is another way to quickly test out changes in my mod without having to use a map?
Any help will be greatly appreciated.
Thanks