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    posted a message on Libraries?

    Thanks again.

    Posted in: Miscellaneous Development
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    posted a message on Libraries?

    I don't see anything like that. The only thing remotely similar I see is Remove texture but that is something entirely different. Could you make a screenshot?

    Posted in: Miscellaneous Development
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    posted a message on Libraries?

    Thanks!

    A completely different question, how do I remove terrain? Or what is it that campaign maps do?

    In particular, I want to make a Protoss ship map that isn't just a bland rectangle at edges but rather has organic ends, something looking like the actual hull of the ship where the end of the map meets with the space (just like in the campain). I looked at the actual campaign m,ap but I couldn't tell how it was done or how I could copy it.

    Posted in: Miscellaneous Development
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    posted a message on Libraries?

    Is it possible to create a map with triggers to be used by several other maps like a dll? If so, how and how to I add a reference to that map when I create a normal, playable map?

    Posted in: Miscellaneous Development
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    posted a message on I have some ideas for new units but I can't do it alone

    I got some cool ideas. I know the usual way this goes is I say something like "Zomg I have teh awsum ideaZ!11!!" and everyone ignores me (rightfully so).

    So I will be brief and realistic. I've always wanted to turn lots of campaign stuff into cool new units and structures, like a Primal Zerg hive as attack unit or the Xel 'Naga artifact as defense tower with the collectible artifact fragments as attack elements. I also got an idea to make the economy not worker based but more like automated structures and you can improve your income by upgrades. Actually, I also want to change something about unit production, maybe centralizing it more. And some more ideas like warping in buildings like Gate units or more units and structures with different modes for different situations (like switch between defense mode and production mode for structures).

    I cannot do it on my one and would be glad if someone would help. I know it's a big idea but I am not asking for eternal devotion. Rather I'm asking for some help along the way (but of course I won't kick anyone out). I also have not decided on much yet, so decision will be made as a group.

    Posted in: Map Suggestions/Requests
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    posted a message on EnderCraft Tower Defense

    Very good map, I really enjoyed. Though, the minerals are too low. Especially the SCVs are pretty pointless cause it takes a full 10 rounds for one to even pay for itself, let alone give you more money. Also, the final upgrades cost far too much. They are so expensive that you would have to save up for them 10 or so rounds and that is quite risky if you don't know how they will work.

    Not to mention, towers still have limited range and rate of fire, so it sounds like a bad idea to invest this much into a single tower and not get a second tower with all but the last upgrade that can catch everything that gets past the other one.

    If it turns out too easy you can always balance it out by making the final upgrade weaker or something. But this way the player won't get the upgrade.

    Also, the rounds vary too much at times. Around round 40-50 (forgot exactly when) I had enough towers to kill everything before it reached the 2nd half of the maze for 5+ rounds and still got more upgrades. Then suddenly 2 waves double as big as all previous ones and I lose. Was really unprepared.

    Posted in: Map Feedback
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    posted a message on I need some help with creating units

    Ok, I tried to do it again but without the duplication cause that gets me a million data entries with "Photon Cannon Copy" which cannot be changed by a simple search and replace, nothing works again.

    I cannot link via the unit birth event because it does not exist for the new unit. Regardless in which order I create the unit and the actor, the editor always automatically adds the new actor to the old Photon Cannon unit but the new unit does not even have a birth actor and no category for events either, let alone gets automatically linked to the actor.

    Also, this whole editor structure is highly confusing to me. I come from object oriented programming and I cannot wrap my head around why there is no simple structure to this thing. Unit.Actors[0].Model.FilePath or something. With Unit.Actors[0].Add(New Actor()); Maybe it's cause of this that I always expect stuff to be in a certain place or behave in a certain way and get confused and am convinced I am, doing it completely wrong.

    Posted in: Data
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    posted a message on I need some help with creating units

    Thanks. Got it to work by duplicating the photon cannon and then changing the model. Nothing else worked though cause a unit apparently requires more than just an actor and a model to be simply displayed in the editor. Though, the next step is turning 1 weapons and/or turrets in 3. Would be best if those could attack independently but this isn't that important. For now 3 shots coming from the 3 openings of the geyser is enough. I tried to change something about the weapons/turrets of the new cannon thingy but I couldn't find anything that seems to be correct in making 3 shots. In the first place, how do I link stuff?

    There is no way to simply add a linked object simply in another object's properties.

    Posted in: Data
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    posted a message on I need some help with creating units

    I don't want to change textures though. Just swap the regular model with another existing in-game model.

    Posted in: Data
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    posted a message on I need some help with creating units

    I want to create some custom units, messing around with attacks and the likes. I watched some tutorials on youtube but they did not help, I don't know if it's cause I want something different or cause they are too old.

    What I want is for example taking the model of the Protoss Vespene Geyser and have it behave like a triple photon cannon, shooting 3 gas orbs. I vaguely remember that you need a weapon and a turret for an attack, the weapon defining stats? and iirc the turret defines where on the model of the unit the attack animation originates from.

    But right now I fail to get a unit that can even be displayed in the editor. I created a "Tri Phaser" (first thing to pop in my head) unit, actor and model. The unit simply copied everything from the photon cannon, the model and the actor also copied but then I changed the model to the Protoss Vespene Geyser and changed the actor's model accordingly to the newly created Tri Phaser Model.

    ...still no model that the editor can display.

    Another question, behaviors are general unit/structure AIs, so if I for example just the standard Photon Cannon behavior, the Tri Phaser should attack any enemy within range just like a cannon, but with 3 shots instead of one?

    I would greatly appreciate some help, thanks in advance!

    Posted in: Data
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    posted a message on Help! I am despairing...

    Yeah, that was also my problem many times. I assumed there must be an easy, simple function for everything but often there is none and you just use a more complex function with more parameters of which several are unspecified values like "any" and "whole map".

    Posted in: Triggers
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    posted a message on Help! I am despairing...

    Thanks, now it kills the right units. But There is no available function for getting the player of the entering unit. I realized I could just use a condition for checking the triggering unit's owner.

    Actually works now. @Downsizer, this is what I use for victory/defeat conditions, it ends the game in victory if all enemies have no units left and defeat if the player has no units left:

    Posted in: Triggers
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    posted a message on Help! I am despairing...

    I tried to do something as simple as "if any unit owned by Player 1 enters Region 001, kill all units in Region 002 owned by Player 2". Not working. The usual function Units in Region Matching Condition is not available, the only function that is available is one that requires a specific index of a specific group. Is there any pattern behind why certain function are available or not?

    This is what I have and it simply fails

    Not just that I cannot specify the owning player, it also destroy the first unit that enters region 001 and does nothing to any unit in region 002. And events aren't supposed to be raised only once, or?

    Posted in: Triggers
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    posted a message on Some technical questions

    Ah, thanks Then I guess there's no need to worry.

    Posted in: Miscellaneous Development
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    posted a message on Some technical questions

    1) I assume triggers run in their own threads? I mean, there is obviously concurrency, but I don't think SC2 has its own time slicing?

    2) Is there a way to avoid Last Created [X] when assigning the return value of a function? If for example I have two triggers that create units, trigger A creates them periodically and trigger B creates them when a player gets a unit to a certain region, it could happen that when trigger B just created a unit, but before executing the rest of the trigger, trigger B could be using the unit created by trigger A instead of its own. And no, variables are no help cause they have the exact same problem.

    Posted in: Miscellaneous Development
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