• 0

    posted a message on [Terrain] Large Circle

    Myth, I'v tried using a region and its a bit flat around the edges (the size of my circle throughs it off about 1 grid space) and after I have the region, how could I paint it to look like a circle?

    Cliffs are rough because each one reqs atleast 4 grid spaces let alone cutting on in half or fourth and simple Painting around the circle would beat the purpose in the first place (as I am a comeplete fail at drawing/painting ANYTHING).

    I simply need a way to make a large circle =S

    Posted in: Terrain
  • 0

    posted a message on LargeCircle

    I just need to make a large circle in the middle of my map of terrain, max terrain paint size is 16 but I need a 64 size circle

    HELP =S

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Terrain] Large Circle

    Could you say how to do it on here or point to a tutorial I can use?

    So far my map is pretty much blank terrain w/ terrain lines it it, but it would be incredibly usefull if I could do it myself due to the fact I'm not sure what exactly is a good playable size for my map

    Posted in: Terrain
  • 0

    posted a message on [Terrain] Large Circle

    So basiccly that basic layout of my map is a huge circle, which I want to be circular perfectly and exactly in the center.
    How would I make this?

    The max terraining option that it gives me is a mere 16.

    Is it possible to go larger?

    or is there another trick to doing it

    HELP! I'd REALLY like to get to triggering (Amatuer at triggering/Data edditing, total failure at terraining) but first I have to have the map!

    Posted in: Terrain
  • 0

    posted a message on [Triggering] Show me a better way..

    Instead of having it check  each tagged region each time, but a if statement above that entire lump, and use a switch statement for each triggering unit

    Posted in: Triggers
  • 0

    posted a message on [Data] Clicking Upgrade Not Moving To Command Card 1

    Just a half assed idea, you could use triggers

    are there events for upgrade/ability used?

    i dunno if there are actions to revert it to command card two though as i havent used this at all

    Posted in: Miscellaneous Development
  • 0

    posted a message on Looking for an efficient way...

    instead of having set variable,

    just use triggering unit and switch him back to player 0

    that is if im understandind what you want correctly

    Posted in: Miscellaneous Development
  • 0

    posted a message on The Map Testers List

    BNET ID: Enofel
    Identifier 549
    Region: USA
    Sc2Mapster: Enofel

    Comment: Ready to help test and give advice, also making maps from which i have completed a basic type moving on to something more complex. As time goes on, I will become more adept at using and helping others with the Sc2 Editor =D

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Triggers] Beacon messing up Unit Filter

    I am incredibly confused, some one help please!

    After messing around with the beacons, even trying out different doodads to try and get something to look half decent as a marker, I noticed that if I only have ONE beacon on the map, the switch statement condition of exluding it from unit group works just fine, but if I add another one in a different location it picks it up and stops my triggers from working.

    Because there are two beacons my triggers don't work? WTF? Someone explain please X_X

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Triggers] Beacon messing up Unit Filter

    @Shawn91210:

    How do you mean condition out?

    My switch statement:
    General - Switch (Actions) depending on (Unit type of (Unit 1 from (Any units in Player1SpawnerSpawn owned by player 1 matching
    Required: Invulnerable; Excluded: Structure, Missile, Uncommandable, Dead, Hidden, with at most Any Amount)))

    Doesn't let me exlclude a certain unit, just flags

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Triggers] Beacon messing up Unit Filter

    So basicly I have beacon to set and make noticable a small area which is also a region.
    I'm using the following switch statement to pull a type of unit out of the area but since beacon is considered a unit, it keeps picking it up.

    Switch
        Value: Unit Type Of Unit
            Unit: Unit From Unit Group
                Index: 1
                Group: Units In Region Matching Condition
                    Unit Type: Any
                    Region: Player1SpawnerSpawn
                    Player: 1
                    Unit Filter: Excluded: Missile, Uncommandable, Dead, Hidden
                    Count: Any Amount

    Notice in unit filter I have uncommandable exlcluded as a beacon is flagged as incommanadable, yet it still messes up with the unit group.
    I know that because when beacon is there, the switch statement doesn't work, but if I delete it and launch, the triggers work perfectly(as far as I can tell ;) ).

    Would really like to know a way to keep beacon WITHOUT it interfering with the switch statement because it is rather the perfect marker for the region =|

    EDIT: Just trying this out, I switched the actor type to enviroment, not sure if that will help or not.
    EDIT: Not one bit.

    PS: This is just on the side, but is it possible to play w/ players from another region(no pun), or even add them?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [help] Repeating trigger

    @RileyStarcraft:

    Then whyde you suggest it earlier?
    And no, I didn't realize its not neccasary. I'm pretty new to SC2 editor, and coming from AoE2 editor i'v got some bad habits =)

    So a trigger event will continously set off?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Looking for map testers

    @gorang:

    I'm in game, having trouble finding your map though

    Posted in: Miscellaneous Development
  • 0

    posted a message on [help] Repeating trigger

    @RileyStarcraft:

    actually thats eaxctly what i posted right above that

    Just with values filled in

    Actually, its got an extra population check in it, but one extra condition isnt what one calls a rube goldberg machine ;)

    Also notice I put in another one two posts above that that only utilizes one trigger, but has fallible mechanisms (I.E. if theres a beacon or other unit in the region)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Looking for map testers

    @gorang:

    HA Knew it, I'm making something called "basic blood" myself, which only AoE2 players would get the meanining of ;) And trust me, its basic

    Yeah, the complexity of Sc2 Custom Maps arent near so good as those of aoe2, probally because people spend most of there time in data editing rather than triggering and actually making unique maps

    It doesnt seem that SC2 maps use much of a set get x kills then get better unit deal as with AoE2 so thats how I spotted you right off >.>

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.