I've been trying to wrap my head around the data editor for a week now, but i've been making annoyingly slow progress. here's what i'm trying to accomplish, if you want to help with anything besides the tank. a lot has been done, or pseudo-done, on the map.
(it supports diplomacy mode and war mode, a balkans 1912 which is serving as a prototype for a europe 1914. railroads, navy, are some unique parts. you don't build any buildings (except fort and airfield) they are part of the province/city you conquer.)
when you destroy the capitol of a province, all other buildings in that particular province turn your color. all buildings are invincible except for capitol (and airfield/fortification). problem in triggers: i can't find out how to select each building that's within a region, it seems like it should be simple..
Enginer brigade can build fortification (bunker) and airfield (model: Logistics HQ... i'll do stuff with the airfield later, i just want the map playable for now)
fortification is a bunker which does not load guys into it. just has a machine gun weapon.
shipyard can build: SS_Carrier (battleship) Carrier (frigate) Voidray (submarine) and transport (hercules)
the three protoss naval units can only exist in the bottom cliff level (AKA, the sea, aka they are actual navy units); their weapons need to be appropriate for ships exchanging cannonballs
later, i'm going to make the railroads do cool stuff (a railroad artillery battery can move/fire near railroads, fast troop transport unit along railroads also... i'm thinking invisible pylons could help me do this)
or just see what's up with the tank ;) sorry, this editor has been frustrating me for a while, so i'm coming off as feed-me-everything despite my efforts at learning...
while i'm uploading map... i'm also having trouble setting the water and switching textures between tilesets. i got a light grass from BelShir to work, but a mar sara texture wouldn't work, and was totally transparent when placed on the map. maybe i did something wrong with the other texture? i've also had no luck setting the water height and color. which object are you supposed to change, when there are multiple?
i did the above. it all works, except the siege tank model, when sieged, is now that of an unsieged tank. but the animation up to the sieged part, and back down, is fine.
this is the error message i get when it appears as the non-sieged unit after the animation sequence:
Warning More than one CActorUnit persisting int he same scope.
i did the above. it all works, except the siege tank model, when sieged, is now that of an unsieged tank. but the animation up to the sieged part, and back down, is fine.
my garrison(barracks), capitol(command center), and factory have corresponding green-texted (changed) corresponding data sections in the Abilities tab.
but when i made my shipyard(starport), no (green, editable) ability for it appeared, even after i edited the shipyard command card/what units it trains
i created my own ability and called it shipyard and based it off starport data, and conformed it to what i want. but i don't know how to link it to the shipyard?
when you drag a selection box around units (mouseclick & drag), some are selected with higher priority. like if you drag a selection box around some units and some structures, usually it will only select the units.
some models that you can add into the game have a higher selection priority than units, even though they're structures, making gameplay harder. so i'm wondering what data field changes which priority level the unit is at for selection?
i made a duplicated (mostly similar) version of a command center, barracks, factory, and supply depot. however, i'm having some problems with the unit size. in the unit's stats,
i set
CUnit_MinimapRadius to 1,
CUnit_Radius to 1,
CUnit_SeparationRadius to 1
yet when placing the building in the editor, or testing the map and running marines around the building, its collision radius (despite resizing the unit model in the actors data, and the new size shows up in editor/testrun) remains its default value
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I've been trying to wrap my head around the data editor for a week now, but i've been making annoyingly slow progress. here's what i'm trying to accomplish, if you want to help with anything besides the tank. a lot has been done, or pseudo-done, on the map.
(it supports diplomacy mode and war mode, a balkans 1912 which is serving as a prototype for a europe 1914. railroads, navy, are some unique parts. you don't build any buildings (except fort and airfield) they are part of the province/city you conquer.)
later, i'm going to make the railroads do cool stuff (a railroad artillery battery can move/fire near railroads, fast troop transport unit along railroads also... i'm thinking invisible pylons could help me do this)
or just see what's up with the tank ;) sorry, this editor has been frustrating me for a while, so i'm coming off as feed-me-everything despite my efforts at learning...
while i'm uploading map... i'm also having trouble setting the water and switching textures between tilesets. i got a light grass from BelShir to work, but a mar sara texture wouldn't work, and was totally transparent when placed on the map. maybe i did something wrong with the other texture? i've also had no luck setting the water height and color. which object are you supposed to change, when there are multiple?
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ooh. thanks :P
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e.g. in risk revulsion each country shows its name on the 3d terrain.
i tried searching for anything like terrain text but i don't know.
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sorry, i'm not finding the field. is it in the Units tab? or Actors?
i searched layer, selection, priority, on both, but none of the fields are called such
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this is the error message i get when it appears as the non-sieged unit after the animation sequence:
Warning More than one CActorUnit persisting int he same scope.
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maybe we can use that chatroom so others can get realtime help too. just post here if you're available in the room
^ because sometimes realtime is quicker and better ;)
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i did the above. it all works, except the siege tank model, when sieged, is now that of an unsieged tank. but the animation up to the sieged part, and back down, is fine.
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doh, was afk o.o
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i've become somewhat familiar with the data editor, and very familiar with the triggers, but some of the data editor is still too complex.
here is the sc2 mapster free chat,
chat.freenode.net:6667 #sc2mapster
or if you don't prefer IRC, another free chat for you guys (register doesn't require any verification aka you're anon)
http://glidersoft.org/chat/
i'm trying to complete a World War I map and if somebody could answer a few quick questions i'd be appreciative ;)
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does this still work with current version of sc2?
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my garrison(barracks), capitol(command center), and factory have corresponding green-texted (changed) corresponding data sections in the Abilities tab.
but when i made my shipyard(starport), no (green, editable) ability for it appeared, even after i edited the shipyard command card/what units it trains
i created my own ability and called it shipyard and based it off starport data, and conformed it to what i want. but i don't know how to link it to the shipyard?
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when you drag a selection box around units (mouseclick & drag), some are selected with higher priority. like if you drag a selection box around some units and some structures, usually it will only select the units.
some models that you can add into the game have a higher selection priority than units, even though they're structures, making gameplay harder. so i'm wondering what data field changes which priority level the unit is at for selection?
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thanks
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i made a duplicated (mostly similar) version of a command center, barracks, factory, and supply depot. however, i'm having some problems with the unit size. in the unit's stats,
i set
CUnit_MinimapRadius to 1, CUnit_Radius to 1, CUnit_SeparationRadius to 1
yet when placing the building in the editor, or testing the map and running marines around the building, its collision radius (despite resizing the unit model in the actors data, and the new size shows up in editor/testrun) remains its default value
is there a field i'm missing?