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    posted a message on Upgrades unique to player

    How can I enable a central building where 3 players may choose the individual upgrades from it effecting only their own units? For example, player 1 and 2 have Marines spawn at the same Barracks, which hosts upgrades for both player's Marines and both players may upgrade armor and damage at the barracks, however player 1 chooses a damage upgrade while player 2 chooses an armor upgrade.

    Posted in: Miscellaneous Development
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    posted a message on Custom Map - Serious Inquiry

    ^Terrain doesn't change. I simply meant the terrain effects the game play and the upgrades you can get for Zerglings and Zealots effect how you navigate and fight on the terrain.

    Queen has other abilities too and the creep tumors are not cloacked. It spreads fast but can be eliminated fast too.

    As for the C#, it was a "just in case" measure. I don't suspect the map will require it.

    Posted in: Team Recruitment
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    posted a message on Custom Map - Serious Inquiry

    OK, you're right.

    I guess that was an attempt to protect the idea because it's really easy to make for an experienced map maker, but being vague and legitimate doesn't seem to work. So here's open and legitimate instead. Here is a little video going over what I'm thinking. If you have any questions feel free to ask here.

    Posted in: Team Recruitment
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    posted a message on Custom Map - Serious Inquiry

    To get people to respond to at least say something in the thread, should I be explaining more of the map? Should I be giving more details? Show current progress?

    Posted in: Team Recruitment
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    posted a message on Normal Maps + mods

    How does one pull in a normal map Blizzard has made to make adjustments to it or the units? For example, I might tweak the Marine to run twice as fast and play it in a normal battle.

    Edit: I opened a map in the editor, but when I make a change to a unit and test the map the changes are not reflected in the game.

    Posted in: Miscellaneous Development
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    posted a message on Icon/Button question

    When you choose a button to use on a Command Card, the selection is large, but does not include everything. When you choose your "Alert Icon" for a new button the selection is vast and includes a lot of odd stuff like texture and normal maps. Is there a selection area where you can view all the icons (in a square shape) in a similar way when you choose your Command Card button during the time you're creating a button?

    Also, is there a way to bulk export these kinds of images into something like a .jpg for use outside of the editor?

    Posted in: Miscellaneous Development
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    posted a message on If/then

    I did too. Thanks a lot.

    Posted in: Miscellaneous Development
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    posted a message on Custom Map - Serious Inquiry

    tl;dr - Need halp on custom map.

    Hello Starcraftians,
    I would like to reach out in the community for assistance on a map in progress. This concerns programming (the modified C# within the editor) and the Starcraft 2 Editor's Data Editor savvy people, although the actual programming will be minimal or none at all. In short, I've hit a few road blocks. I'm spending too much time looking up solutions and not enough time finishing the map.

    If you're interested in tag teaming a map (or more?) and receiving credit then please send me a PM. I'm only interested in a single person (no, I don't need an artist. Sorry artists!).

    Why?
    -If you're interested in a job at Blizzard (or anywhere in the gaming industry) knowing game editors is big asset to your skill set. This is one of the first questions Blizzard will ask you.
    -Community fame
    -I'm easy, professional and fun to work with

    What about you, Flopjack?
    I understand how this may look: you do all the work and I stamp my name on it for credit, too. This simply is not the case. I've spent many long hours in this editor and hundreds of hours on similar projects. I'm not an "idea guy". Design, statistics and details to down to the tee will be provided in easy to read documentation as well as the whys. I'm not giving up on the road blocks either. I will (and currently am) be flexing as much muscle as I can to help you help me.

    Additionally, on the chance that I totally misjudge your work load and it heavily tips against you (ie, you doing 200 hours of work while I twiddle my thumbs) we can instantly call it off no strings attached. I'm not a fan of unfairness.

    How do you know it will be successful?
    Well, I don't. Not for sure anyway, until it is made. However, I can assure you the work load is light enough so that even in a worst case scenario; no one plays it, it's still easily brushed off as a learning experience.

    Additional information.
    To provide a degree of protection on our work, we'll keep in contact with e-mail (along with a statement from us to one another, before beginning, declaring our positions of not stealing work) so in the event one of us attempts to steal credit the other has time stamped evidence against him. I suspect the work load until a completed version will be roughly 10 hours (for you), depending on speed and skill of subject matter. Finer details of the project and work flow will be discussed later. Skype would be a great asset if you have it.

    If you're interested in a few details on the map, please PM me. Serious inquires only. You don't have to be a programming/Data Editor guru, but you should feel reasonably comfortable. The goals for the map are simple and straight forward for someone who knows their way around this area of the software.

    Thank you!

    Example of work I'm having a hard time connecting:
    http://i126.photobucket.com/albums/p98/BolognaSlam/example_doc.jpg?t=1304988265

    Posted in: Team Recruitment
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    posted a message on If/then

    Oh wow, that's nice. But does it award an ally or oneself for killing your own units?

    Posted in: Miscellaneous Development
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    posted a message on If/then

    I took a look at your map, and that's essentially what I need. (Is there a way to export/import work to and from the editor? Some sort of package feature?)

    Team A has players 1, 2 and 3. They use Zerglings and a hero each. Team B has players 4, 5 and 6. They use Zealots and a hero each. If a player on Team A scores a kill on a Zealot that player receives 4 minerals. If a player on Team B scores a kill on a Zergling he receives 1 mineral.

    Posted in: Miscellaneous Development
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    posted a message on Command Cards

    I can't find the "command card entry".

    Posted in: Miscellaneous Development
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    posted a message on Command Cards

    Here are the pictures. The little red dot button (for going into submenu) does not show up in game and consequently I can't access the submenu.

    Posted in: Miscellaneous Development
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    posted a message on Command Cards

    I would like to create a sub menu for specific units (heroes) where the player may upgrade the unit. I assigned the appropriate buttons on the 2nd command card within the data editor and another button on the first command card with the Command Type as "Submenu pointing to the 2nd command card with no requirements. However, the button does not appear on the unit's command card in game. I can't access the 2nd menu/command card.

    Posted in: Miscellaneous Development
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    posted a message on If/then

    Thanks for BBCode suggestion.

    Someone is probably going to have to distill this down further for me:

    ______

    IF (Owner of (Killing Unit)) == 13

    [This is when you start a comparison condition? I see "Owner of Unit", but when I try to change it, I get lost. I understand the general concept but syntax and general lack of C# and other coding finesse is going to slaughter me.]

    THEN Player Group - Pick each player in (Allies of (Owner of (Killing Unit)) and do (Actions) - Actions - Player - Modify player (Picked player)) Minerals: Add 1.

    ELSE Player - Modify player (Owner of (Killing Unit)) Minerals: Add 10. ______

    What I'm looking for is simply: If player 1 kills unit x, they receive X minerals, same for player 2 and 3. If player 4 kills unit y, they receive Y minerals, same for 5 and 6. Players 1, 2 and 3 are on a team against 4, 5 and 6. Scratch the defense thing.

    Posted in: Miscellaneous Development
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    posted a message on If/then

    I'm looking to allow rewards of minerals based upon kills.

    If player 1 scores a kill on unit x, he receives minerals.
    If team 1's defense scores a kill on unit x, all of team 1 receives minerals.

    Posted in: Miscellaneous Development
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