Thanks, think I may just re-do the circle textures in a more irregular pattern so they work with the buildings, rather than delve in data for something like this!
I have heard that what I propose has been done before, so I presume it must be something simple like flicking a tick box in some obscure thing somewhere in data.
I do appreciate everyone else's feedback, and will follow it up, but as a last resort. I want to see if something like the aforementioned will work first... or, at least, absolutely won't!
In theory that'd work, but on this map there will be a maximum of 13 players, and they will be able to be placed in 1 of 3 different teams each game, each with a command centre... so it'd be altogether messy to do that! I'm just wondering is there a clever data fix, something like a behaviour, validator or ability value which allows one to make drop off of minerals to any allied CC, not just the players.
It may sound like a stupid question, and yes, "snap to grid" in tools is very much off. I remember being able to move and place structures as one can for units.... but I can't seem to fix it this time. I just would like to place my barracks within a painted texture circle uniformly.
Someone said try holding shift, but it doesn't change anything.
I would like a command centre, owned by one player on a team, to allow every player on that team to drop off their minerals there via collectors like an SCV.
So, player 1 owns the command centre, player 2 has a SCV and is allied to player 1. Player 2 sends a SCV to collect minerals and player 2's SCV will automatically return to drop them off at player 1's command centre as if it were their own. The minerals are given correctly to player 2.
I'd like to be able to make the predator campaign unit from my command centre. I can already construct multiple units from the command centre, but I don't see the requirements for the predator?
It's weird, because although I can purchase both zerglings and hydralisks from my command centre on my map, only the hydralisk button UI appears when I'm training it. When I train the zergling, the submenu button to access zerg units is used instead.
Simple question, probably simple answer. In my scenario one structure can produce most units, but many of the units do not have their respective buttons used while they are training. Where exactly do I correct this? :\ thanks....
So, in regards to fleet beacon.... The unit's command card button calls the research ability, which calls the research upgrade, which effects the unit...
1) Unit [command card]
2) Ability [(ability, requires learned upgrade) research upgrade]
3) Upgrade [costs, effects unit] eg. speed
But concussion shells don't work like that... It's just a little confusing to get used to given the differences between how they function :D I'm learning, slowly.
I got this off someone on the official SC mapping forum I think, but it works...
First, create one point for each area of interest, IE, your spawn area, and your target areas using the points tab of the editor's map window.
Then access the trigger editor, and do the following. ("X" or something like "VarX" is used to denote where you do something yourself...)
Trigger01
- Events
X
- Local Variables
"VarX" = (Empty Unit Group) <Unit Group>
- Actions ..... create unit with default facing
Unit - Create X unit type for player X at PointX with default facing (no options) ...... add unit to unit group. Select the "variable" tab under the "unit group" option and select our local variable, VarX, we made earlier.
Unit Group - add (last created unit) to "VarX" .......Issue order to unit group
Unit - Order all units in VarX to (....
-Group VarX
-Order X
-Ability X (more or attack I presume you'll use) .......Remove all Units from Unit Group (Good practice I've been told)
0
@Mozared: Go
Thanks, think I may just re-do the circle textures in a more irregular pattern so they work with the buildings, rather than delve in data for something like this!
0
@Arkless: Go
I have heard that what I propose has been done before, so I presume it must be something simple like flicking a tick box in some obscure thing somewhere in data.
I do appreciate everyone else's feedback, and will follow it up, but as a last resort. I want to see if something like the aforementioned will work first... or, at least, absolutely won't!
0
@grenegg: Go
In theory that'd work, but on this map there will be a maximum of 13 players, and they will be able to be placed in 1 of 3 different teams each game, each with a command centre... so it'd be altogether messy to do that! I'm just wondering is there a clever data fix, something like a behaviour, validator or ability value which allows one to make drop off of minerals to any allied CC, not just the players.
0
It may sound like a stupid question, and yes, "snap to grid" in tools is very much off. I remember being able to move and place structures as one can for units.... but I can't seem to fix it this time. I just would like to place my barracks within a painted texture circle uniformly. Someone said try holding shift, but it doesn't change anything.
Thanks in advance!
0
Hello,
I would like a command centre, owned by one player on a team, to allow every player on that team to drop off their minerals there via collectors like an SCV.
So, player 1 owns the command centre, player 2 has a SCV and is allied to player 1. Player 2 sends a SCV to collect minerals and player 2's SCV will automatically return to drop them off at player 1's command centre as if it were their own. The minerals are given correctly to player 2.
Any help, greatly appreciated.
0
Updated the file after a fair number of changes, and now I have made a video, with commentary for you all! :D
Video:
Updated map: http://www.sc2mapster.com/maps/nodgenes-random-micro-game/files/4-nodgenes-random-micro-game-competitive-version/
Although I believe you can acquire it on battlenet without the download.
0
Nevermind, stupid question, please delete thread...
0
If only we were all as quick to fix our problems as you :D
0
Simple question, probably simple answer...
I'd like to be able to make the predator campaign unit from my command centre. I can already construct multiple units from the command centre, but I don't see the requirements for the predator?
0
Ahem...
It's weird, because although I can purchase both zerglings and hydralisks from my command centre on my map, only the hydralisk button UI appears when I'm training it. When I train the zergling, the submenu button to access zerg units is used instead.
0
Simple question, probably simple answer. In my scenario one structure can produce most units, but many of the units do not have their respective buttons used while they are training. Where exactly do I correct this? :\ thanks....
0
Bumping...
0
@BorgDragon: Go
Thanks again, I'll have a stab at it later.
Cool username btw.
0
So, in regards to fleet beacon.... The unit's command card button calls the research ability, which calls the research upgrade, which effects the unit...
1) Unit [command card]
2) Ability [(ability, requires learned upgrade) research upgrade]
3) Upgrade [costs, effects unit] eg. speed
But concussion shells don't work like that... It's just a little confusing to get used to given the differences between how they function :D I'm learning, slowly.
0
I got this off someone on the official SC mapping forum I think, but it works...
First, create one point for each area of interest, IE, your spawn area, and your target areas using the points tab of the editor's map window.
Then access the trigger editor, and do the following. ("X" or something like "VarX" is used to denote where you do something yourself...)
Trigger01
- Events
X
- Local Variables
"VarX" = (Empty Unit Group) <Unit Group>
- Actions
..... create unit with default facing
Unit - Create X unit type for player X at PointX with default facing (no options)
...... add unit to unit group. Select the "variable" tab under the "unit group" option and select our local variable, VarX, we made earlier.
Unit Group - add (last created unit) to "VarX"
.......Issue order to unit group
Unit - Order all units in VarX to (....
-Group VarX
-Order X
-Ability X (more or attack I presume you'll use)
.......Remove all Units from Unit Group (Good practice I've been told)
Hope that's comprehensive enough.