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    posted a message on Custom Race Creation Tutorial Request
    Quote from houndofbaskerville: Go

    just for your information,

    while the tools exist, they are blocked by blizz

    no one on bnet will be able to select your 4th race (as fun/lame/awesome as it is) in the lobby

    ps: of course you will get loads of "seasoned" mapmakers tell you it is ez and all that useless posting

    no one has done it.. no one will (for dumb asses that never made "reading comprehension", i am referring to this in the context of still using blizz s ai s)

    good luck succeeding in doing it nonetheless (honest, i think sc2 should have many many other "races" by now on "custom map" pages)

    This is true. The battle.net lobby will not give you an option to select any other race than the three default races.

    BUT there is a workaround which allows you to have multiple races. You are only using one race and create starting units dependent on the selection of a player attribute. But that means that you will not be able to have different alerts and UI for each race.

    So, here is the workaround:

    1. Map (at the top) -> Game Attributes
    2. add one on the left
    3. Select it, then on the right side you chose "player" type (this means that every player receives a dropdown with this), put a name and description.
    4. Click on "Values", add your race names and a random option.
    5. Click on the "defaults" tab and set a default value, for example your random option.
    6. Add race entries in the data editor with your race's starting units.
    7. Make a trigger like this that creates the correct starting units: http://peeeq.de/gui.php?id=3573
    8. Map -> "Game Variants" -> add or edit one: hide the default race selection and force the players to use a specific race (which will determine your game's UI and alert voices).
    9. Save, publish, test it on battle.net. You should only see your selfmade race selection dropdown in the lobby and not the default one anymore.

    I didn't test this right now. But this how it should work.

    I don't know if this works just fine as an extension mod as that one runs a melee-initialization trigger under any circumstance. But you should be able to just remove the other race's starting units in the data editor, so the defaults race's units (e.g. Command Center + SCVs) are not created.
    In case the game detects that there are no structures left immediately, just create another building for that player as a starting unit (e.g. flying CC) which you then should remove from the game in your trigger.

    Posted in: General Chat
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    posted a message on How to set an Idle behaviour? (validators too)

    Since you want something to be checked after the Viking shoots, then add that effect to its weapon.

    Idling usually refers to a unit that has no order and just stands around, but you are refering to the time between the weapon damage points.

    Posted in: Data
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    posted a message on NA unable to publish maps.

    displaying a failing download.

    Posted in: General Chat
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    posted a message on Is it possible to replace races?
    Quote from Forge_User_04585675: Go

    I am not sure how the interface will handle it

    Ok-ish. Command card button race tint, cargo tint, group selection and Help menu's tech tree can't be altered. The rest seems to be editable.

    Quote from SyCoAttack: Go

    you could even add a 4th or 5th race.

    Not without hacky workarounds.

    Workaround:
    1. add race data
    2. hide race selection in bnet lobby, make every player terran/zerg/protoss
    3. add a new player attributes: one for each race + random
    4. use player attributes to determine the race and create that race's starting units via a triggers. There is an action that properly places the starting units of a specified race at a specified point.
    5. ignore the fact that you can't have different UI, different alert sounds, etc, anymore

    Posted in: Miscellaneous Development
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    posted a message on Build & Controllable Monorail Train
    Quote from SolidSC: Go

    @Ahli634: Go Thanks I've looked at it :) and it is very interesting! Your train system is working excellent. Unbelievable that there is a functional train lift that is able to segmentally lift portions of the train up instead of lifting the entire train as a whole, that is incredible. I have no Idea how the train can follow the tracks, I guess that your controlling the movement of the train through triggers as well.

    My track pieces are units. The train looks for them via data and calls a trigger which then processes the found piece and queues orders how to move. The map is public, so you can check out how I did stuff. It also has peasants, traffic lights, cars in addition to train and train lift. :)

    Posted in: Data
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    posted a message on Build & Controllable Monorail Train

    Regarding Trains, you can check out my "Korhal City Simulation" map (public & unlocked) and see what I've done.

    Posted in: Data
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    posted a message on Prevent Use Magazine from launching one unit type
    Quote from DrSuperEvil: Go

    As ammo units inside the magazine are known as hidden you could apply a buff to them that disables them from being launched maybe?

    I've tried to disable all of their abilities before and they were still launched. I don't think that the launch is preventable via a buff on the Interceptor.

    Posted in: Data
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    posted a message on Prevent Use Magazine from launching one unit type
    Quote from abvdzh: Go

    Nah, this workaround is shyt. Time to learn some tricks from the papa :))))))

    So, you use a behavior to keep track of the amount of Interceptors that meet the launch condition. The problem is that you can't validate which Interceptor is launched. You only know that there is one that can be launched. Under special circumstances, it can happen that you launch one that shouldn't be launched, if the system works the way I assume it works. (I assume that the launch effect is like a queue launching interceptors in order of entering the Carrier.)

    Also, your system is buggy for some reason, if you attack a missile turret. The buff is not re-added to the Carrier after returning.

    -> My "shyt" workaround is necessary for a 100% solution, atm.

    Posted in: Data
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    posted a message on Help the bar of editor disapeared!!!!!!

    View -> Show UI Panel

    hotkey: i

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Select-able Heroes from Initation

    1. Create a dialog
    2. save dialog in a global variable (global means that it is defined where you add triggers and folders, it can be used everywhere in your triggers then)
    3. add dialog items with the type button to the dialog
    4. save the buttons in global variables. If you tick the array flag in a variable's definition, then you can make a list out of it. Then, if you store or read a value, you need to specify which position in the list you want to use. So, if you have 4 heroes, use an array of the size 4 in its definition and save the buttons in 1 to 4.
    5. show the dialog to the players
    -
    6. Create a trigger with the event "Any player used dialog item clicked"
    7. Check which saved button was used. Also, check if the dialog is visible for the player.
    8. Hide the dialog for the player that used a button of that dialog. Then create the correct hero depending on the button used.

    Arrays actually start from 0, but 1 might be easier to understand.

    Posted in: Triggers
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    posted a message on Legacy of the Void Fan Mod Thread
    Quote from SoulFilcher: Go

    @Templarfreak: Go From what I saw in that match, the Cyclone has a standard weapon, but when the ability is used to lock on a target it can fire from a longer distance. It is a channeled ability that gets canceled if the target dies or gets out of range, this same channel effect can be used to fire the missiles.

    Unless it isn't really activated and simply attacking makes it lock on the target and receive the bonus range. Anyway, in both cases the Cyclone gets a range bonus that is cancelled as soon as it loses its target. Does anyone know if it is an ability or not?

    It's an ability. you can see its normal weapon attack during the drop.

    Ability -> persistent (periodic validate: caster not dead, target filter req. visible;not:hidden ,distance caster unit to target unit) -> launch missile -> damage

    weapon -> launch missile from above

    Persistent effect creates/destroys the range actor.

    Cyclone range upgrade raises "lock on" ability range from 6 to 9.

    Posted in: General Chat
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    posted a message on LOTV custom

    There were more changes to existing units, e.g. Ultralisk with more armor, point defense drone with only 20s duration. =/ Abilities are not documented, e.g. lock-on ability.

    Posted in: Map Suggestions/Requests
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    posted a message on [SPOILER] BlizzCon 2014 LotV impressions
    Quote from Forge_User_24313475: Go

    We need moar bearded protoss!

    Btw is that moving terrain? o.O *takes mental note to look into that level's triggers* Can't wait to make a map with tetris-style terrain!

    Launch missile effect can launch units. Use it to launch everything on that platform to another part of the map. Use invisible fake structures with a huge footprint to make an area unpathable/pathable at the correct time. Make the doodad platform thing a unit and launch it, too. Easy?!
    (Just tested it in the editor, it is indeed very easy to create. Btw, you don't have to launch it vertically and hroizontally... if you start and land on the middle of a tile, it will be fine for every kind of movement)

    Coming up with the idea for that is actually the difficult part.

    Restrictions:
    - no unit movement on the platform during platform movement
    - the finish of training units is cancelled
    - construction orders and queued orders should be cancelled... e.g. like a structure-warpin order of a probe, else it breaks or runs around the map, etc...

    Posted in: General Chat
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    posted a message on Who's going to BlizzCon?

    I demand that infos from the arcade talk at BlizzCon will be posted. :D

    Posted in: General Chat
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    posted a message on Prevent Use Magazine from launching one unit type
    Quote from abvdzh: Go

    Ok tell me the logic and i'll try to make it right. So your interceptors returned to carrier when low shields, the other 7 interceptors keep atacking what next do you want to happen? tell me more detailed cuz i haven't played brood war

    You want them to get back after being healed with their own hp/shield regen or what? just tell me the conditions for they've being able to get back to fight, i'll make a map

    BW carrier's returning/launching logic:
    - single interceptor returns to carrier, if this Interceptor has <= 10 shields
    - only Interceptors with >= 20 life and 100% shields can be launched, else they stay inside

    This task includes the core aspect of how to prevent a magazine unit from being launched?

    So, for example, it is enough if you can imagine that you want to keep a magazine unit to stay within the carrier for at least 5 seconds after it returned to it.

    From my point of view, it is not possible to prevent a magazine unit from being launched.
    -> I've created a Workaround with disabling+hiding Interceptors outside the carrier after their unwanted launch + execution of another launch effect (-> loop)

    Posted in: Data
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