When you create a text message it asks for an area. I put a bunch of little status things in the "debug" area in game, thinking i'd be able to easily hide that area later.... now I can't seem to find anyway to hide it.
Is there a way to get rid of this area so people don't see the debug messages? I don't really want to go through and remove them all, and if something breaks later i'll have to add them again.
Here's my go at it. I made it completely with Triggers, no data editor. I could have done a better job using the data editor a little bit, but oh well.
Basically it spawns a squad of 5 marines, with one marine the squad leader. You do everything with him and the others follow.
Damage kills off the marines one at a time, with the Squad Leader's life showing how many squad mates are left.
Formations are done instantly, because having them move posed a few problems:
1 - They'd bump into each other and move each other out of position
2 - It was time consuming.
3 - they didn't always go where they were ordered to.
Say i upload my map to battle.net, and it stores some data. If I update my map to a new version, will the old bank data remain if I didn't change the bank triggers at all?
I hope it doesn't get erased, but I haven't really seen any maps that make good use of banks update versions (that I've noticed)
I'm trying to get a bank working on my game, but I'm not sure how to test if it's working correctly. Would it work on the "test document" thingy? Because I don't see a folder for it with the rest of the banks from custom maps. I'm not quite ready to upload it to battle.net yet
bump, if this is possible I'd like to know how as well.
is there a way of specificying which game UI file the game uses? because it seems that the array is there, and you can edit the tip values, but they don't show up in game. I'm assuming somewhere it's hard coded to use one of the already available game UIs (see game UI tab)
The flat variation of the spinning red alarm doodad
AlarmLight_01.m3
Just changing the tint doesn't work and makes it look ugly, i'm assuming it needs to have something changed on the actual model. I was hoping it'd be easy for somebody who is smarter than I am to open it up, change a color, and reexport the animation so that it looked identical to the model now, just with a blue light instead. If i can do it some way with the data editor that'd be even better, but i don't think i can.
I used the "Target" attachment point for a mount system once, to make the riding model sway with the mount's model, maybe it's the same for this. What model(s) are you using?
Setting to the target attachment point worked, thanks!
The only problem is that when the air unit is standing still it has that slight bobbing up and down effect. My attached model doesn't do this. I've tried switching the attachment points, and that changes where it appears on the model, but does not seem to make it bob with the ship.
The tutorial's new wraith turret does the bobbing, but I can't see where he specified that and what I did differently/wrong.
Was playing the Oregon trail game for DOS the other day, and decided that it'd be fun to try to recreate in starcraft2. this is my first map, and i've been taking it pretty slow, getting to learn the editor.
The basic idea is you have a party, buy supplies, and then navigate the trail to the end while the random events and environment just beat the crap out of you.
There will be a lot of places where players can make decisions that affect the outcome, so it won't be totally random. It will be an 8 player game, not really set as coop or competitive, but you will have options to screw or help other players, e.g. killing a guide so that others cannot use the short cut after you, etc.
anyway, here's a crappy youtube video I shot. I really suck at getting videos to compress nicely. Every time i figure it out I change OSs and forget how I had everything set up.
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When you create a text message it asks for an area. I put a bunch of little status things in the "debug" area in game, thinking i'd be able to easily hide that area later.... now I can't seem to find anyway to hide it.
Is there a way to get rid of this area so people don't see the debug messages? I don't really want to go through and remove them all, and if something breaks later i'll have to add them again.
0
Here's my go at it. I made it completely with Triggers, no data editor. I could have done a better job using the data editor a little bit, but oh well.
Basically it spawns a squad of 5 marines, with one marine the squad leader. You do everything with him and the others follow.
Damage kills off the marines one at a time, with the Squad Leader's life showing how many squad mates are left.
Formations are done instantly, because having them move posed a few problems:
I'll upload my map in case anybody is interested.
0
Say i upload my map to battle.net, and it stores some data. If I update my map to a new version, will the old bank data remain if I didn't change the bank triggers at all?
I hope it doesn't get erased, but I haven't really seen any maps that make good use of banks update versions (that I've noticed)
thanks. :)
0
Finally we will figure out how babies are made.
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ok cool thanks, got it working. I wasn't sure if i was doing something wrong (i was) or just unable to test. thanks for the help :)
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I'm trying to get a bank working on my game, but I'm not sure how to test if it's working correctly. Would it work on the "test document" thingy? Because I don't see a folder for it with the rest of the banks from custom maps. I'm not quite ready to upload it to battle.net yet
Is there something special I can do?
0
bump, if this is possible I'd like to know how as well.
is there a way of specificying which game UI file the game uses? because it seems that the array is there, and you can edit the tip values, but they don't show up in game. I'm assuming somewhere it's hard coded to use one of the already available game UIs (see game UI tab)
0
The flat variation of the spinning red alarm doodad
AlarmLight_01.m3
Just changing the tint doesn't work and makes it look ugly, i'm assuming it needs to have something changed on the actual model. I was hoping it'd be easy for somebody who is smarter than I am to open it up, change a color, and reexport the animation so that it looked identical to the model now, just with a blue light instead. If i can do it some way with the data editor that'd be even better, but i don't think i can.
0
Setting to the target attachment point worked, thanks!
0
Thread title says it all.
Basically, I've attached a model onto the top of an air unit roughly following this tutorial: http://forums.sc2mapster.com/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/#posts
The only problem is that when the air unit is standing still it has that slight bobbing up and down effect. My attached model doesn't do this. I've tried switching the attachment points, and that changes where it appears on the model, but does not seem to make it bob with the ship.
The tutorial's new wraith turret does the bobbing, but I can't see where he specified that and what I did differently/wrong.
Any help would be appreciated, thanks.
0
Was playing the Oregon trail game for DOS the other day, and decided that it'd be fun to try to recreate in starcraft2. this is my first map, and i've been taking it pretty slow, getting to learn the editor.
The basic idea is you have a party, buy supplies, and then navigate the trail to the end while the random events and environment just beat the crap out of you.
There will be a lot of places where players can make decisions that affect the outcome, so it won't be totally random. It will be an 8 player game, not really set as coop or competitive, but you will have options to screw or help other players, e.g. killing a guide so that others cannot use the short cut after you, etc.
anyway, here's a crappy youtube video I shot. I really suck at getting videos to compress nicely. Every time i figure it out I change OSs and forget how I had everything set up.