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    posted a message on [Data]Resist Damage Type

    Thanks, this well help alot

    because hp back seems to be working well
    Ill give yours a go after i get my basic map set up, behaviors seems like alot of work to do for each unit

    (im making 25+ custom units each with diff stats)

    Posted in: Data
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    posted a message on Map Based on Number of Players

    @wOlfLisK:

    Are you experienced with models/doodads? On the surface a large cliff doodad isnt possible, but editting it and retransporting it back into the game
    as for options on it, i havent yet looked at all the options for doodads

    The footprint for one is confusing

    @DarkFireDragoon:

    even on 256x256 wouldnt be enough space -.-

    Posted in: Miscellaneous Development
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    posted a message on Map Based on Number of Players

    From the feedback iv been getting from friends n fellows  it doesnt seem like options one and two are plausible... (one person suggested raising water level)

    So for the third, is it possible to make a doodade/unit/strcuture/actor that can have buidlings/units walk on it?

    (Bump)

    Posted in: Miscellaneous Development
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    posted a message on [Data]Resist Damage Type

    Is there an option for this? (damage type meaning melee/ranged) (or anything that can narrow it down to specific units etc..)
    The closest thing I found was life gained from damage taken but I'm not sure if that would have same effect
    (Aka)(to resist 30% dmg of ranged put in .3 life gained per unit of damage from ranged)

    Any help would be much appreciated ;)

    Posted in: Data
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    posted a message on Random Terrain?

    @zeldarules28:
    I'm going to check this out and see if it can do what i want, thanks for the idea =D

    I think it has something to do with the footprint of the actor, not all sure what everything in it does though so im just messing around with it

    It will level noise in the terrain, but it wont level cliffs =/

    Posted in: Terrain
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    posted a message on Random Terrain?

    @Mozared:

    What about cliff doodads?

    There were three ways I thought about doing this, if you look in map devolopment they are all there

    Posted in: Terrain
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    posted a message on Map Based on Number of Players

    I'm making a blood type map which has singlular bases for up to 8 people (just now remembered sc2 hold up to 16/14) but if the game were to be played by 3 player ffa or 2v2 or 1v1, all those extra bases would be an eyesore and an annoyance during gameplay. Would also make the map way to large for smaller numbers of people.

    So I can only think of three ways of getting past this

    First, Random Map options in terrain editor. Do they exist? Is it possible to seed a map with set cliff circle size and placement of cliffs? and is it possible for it to randomly choose the type of terrain the map has.

    Second, laying down cliffs with Triggers, is there anything that can do it? If cliffs, would it be possible to lay down terrain as well?

    Third, create 8 (HUGE) doodad cliffs each the respective size and number of base and are placed down durinng map inilization. Would it be possible for these doodads (or anything of the like that can be placed down by triggers) to have units placed on them? units walking on them? How would regions work on the base doodads? points? and etc,

    The map I'm making was originally created by pftq for Age of Empires III  called Fort Wars(got permission) and I'm taking it into SC2 as its still currently the best custom game I have ever played. He scripted his map in .rms format to randomly select terrain and create bases for players and it strikes as a very important feature to bring with from AoE3 to SC2

    Posted in: Miscellaneous Development
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    posted a message on Cliff Doodad

    Would it be possible to create a cliff thats, actually a doodad, in which its placeable by triggers at the start of a game, and units would be able to walk on it?

    (mainly would units be able to walk on a large doodad)

    and if so, could I get some help doing it?

    (I'd rather not just have someone make for me >.<)

    Posted in: Data
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    posted a message on Random Terrain?

    Is it possible to have a "seed" for terrain? rather than having it always the same as the map creator makes it.

    I'm not just talking about doodads (minerals etc) but about cliffs and such (mainly cliffs) because the map I'm making would be greatly enchanced if I could do this

    Posted in: Terrain
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    posted a message on Map Layout with triggers

    Is it it possible to set terrain down or create a map with triggerS?

    like I'm making a map that has an island with 8 outlets off the central circle

    But if there are only 4 players the map would only have 4 outlets and the other sections being gone

    While I could pherhaps cover up 4 others with doodads or such, a 3 player map or even 5 player map would look weird unless the were proportionned to be around the circle (3 player map one outlet every 120 degrees rather than one every 90 degrees for a 4 player map)

    Posted in: Triggers
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    posted a message on Mineral Price when mouse is over upgrade

    The mineral price doesn't show up when I put mouse over upgrade, so theres no way to know how much it costs
    The amount of mineral it consumes floats up over the building though
    Also, I'd like to know if its possible for the name to say "Upgrade X" or how many times it has been upgraded rather than the same thing  each time

    EDIT: I didnt change anything but it shows the upgrade cost now

    Posted in: Data
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    posted a message on One word Story

    @38dedo:

    Lopado­temacho­selacho­galeo­kranio­leipsano­drim­hypo­trimmato­silphio­parao­melito­katakechy­meno­kichl­epi­kossypho­phatto­perister­alektryon­opte­kephallio­kigklo­peleio­lagoio­siraio­baphe­tragano­pterygon

    (its a real word -->http://en.wikipedia.org/wiki/Lopadotemachoselachogaleokranioleipsanodrimhypotrimmatosilphioparaomelitokatakechymenokichlepikossyphophattoperisteralektryonoptekephalliokigklopeleiolagoiosiraiobaphetraganopterygon)

    Posted in: Off-Topic
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    posted a message on [Terrain] Large Circle

    Wewt first responder responded back to me and I got a perfect circle!

    Basicly what I did was search memory editor in Google

    went to first link

    dowloaded that

    Opened the program

    Set Terrain size to 5.5

    Searched floats in Sc2 Editor for 5.5

    Changes terrain size to 7.5

    Searched for 7.5

    Left me with one value, changed that to 64

    and BAM clicked dead center for a perfectly round terrain circle! huzzah!

    Posted in: Terrain
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    posted a message on [Trigger] Terrain

    I guess it would then be some hard up data edditing, make an actor look like a player base, and place it there when game starts

    which I have no idea how I could ever actually import/create my own model and options for it so that my game doesnt crash each game -.-

    Anyways, the way bnet is set up (as stupidly as it is) choosing teams/choosing amount of people is pretty much static at what original map maker chooses.

    I'll make my map first then get back to this.

    The main problem with SC2 maps for me is that people spend too much time on the data editor, than actually making decent maps.

    (Nexus Wars is pretty and all, but its just build this here and wait.)

    Posted in: Triggers
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    posted a message on [Trigger] Terrain

    Is it possible to set terrain down with triggers?

    I would like to make my map to where if theres only 4 people, there are only 4 player bases, but if there are 8, then there is 8 player bases and so on

    Also, I'd like for there to be random map type of scenery (like one map is grass type, another is concrete) and would also affect the type of spawnable units.

    I got these ideas from a person random map scripting (pftq, Fort Wars for AoE3) but not sure if its possible on Starcraft 2

    Posted in: Triggers
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