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    posted a message on [Tutorial] SC2 Editor Tutorials by Cata

    Hey guys, do you want a fun, polished map? I can help you.

     

    Whether or not there are abundant resources of tutorials for the StarCraft 2 editor, I'm here to share my experience and knowledge of it to help you all making maps the best and most efficient way. I've been making maps ever since sc2 first came out and worked in sc1 editor and still overlook the development of my current map. (not here to promote it lol).

     

    But I have a channel on Youtube that I think you'd learn a lot from. I'll add videos upon request and I'm currently and just recently started making videos which I do every once in awhile when I can.

     

    Anything you want to know, ask. I have knowledge to GIVE. Cata out.

     

    Link: https://www.youtube.com/channel/UCJjXHfmFNSQV7Hs4euSsdJg

    Posted in: Tutorials
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    posted a message on How to Stop Replay Bug

    Thank you very much man. I've been trying to figure this out for weeks, as an older SC map maker, I feel ashamed I couldn't find it lmao. But thanks.

    Posted in: Triggers
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    posted a message on How to Stop Replay Bug

    Hi mapsters, Cata here.

     

    So I have been running into a problem with replays in my map where players can use the Take Control feature to regain lost items (when trading with other players) that actually duplicates these items.

     

    Basically what happens is when you give an item to, say a friend, you can Take Control in the replay and regain that item you traded before you even gave it away. Thus, developing a serious bug and allowing players to duplicate as many times as they want.

     

    So I've been trying to find a way to prevent Take Control or to stop replays in general for the map. I have seen and gone into other maps e.g, (Desert Strike HoTs, Starbattle) and they seem to have protection where the game ends as soon as you Take Control to prevent cheating.

     

    I have not found any parameters or functions to edit in the Starcraft Editor that handle replays or the Take Control command.

     

    When searching google and others, I cannot find any answers so that is why I am here fellow commuters.

    I would appreciate any help as to how I can get around this or prevent players from duping. Thanks

     

    P.S this is really only a game-breaker with games that save, since in Take Control, the game still saves. This is for my map Cave of Blood.

    Posted in: Triggers
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    posted a message on [Video] Unit Basics

    In this tutorial, I will teach you the basics of how to create a unit and simply start up the editor and how to move around. We will go over:

    Basic unit modifications which includes the unit,actor,weapon and other things in the data editor but is mostly focused on unit modification.

    Here is the link:

    The whole video is completely written narration (no voice) so keep that in mind.

    Posted in: Tutorials
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    posted a message on Remove Upgrade

    So I've been fiddling around with the editor for a few days now and I've done my research but for the life of me I can't figure out how to simply remove an upgrade. It's as simple as this: A player gains an upgrade via trigger 'set upgrade level x for player x' then I just need another trigger that sets the upgrade back to its 'unchanged state', meaning when it wasn't affecting anything. Setting the upgrade back to level 0 doesn't seem to affect anything. Basically what I'm trying to make is a trigger that gives an upgrade to a unit (done) but if they decide to "reset" their hero with a command, then the upgrade returns to its unchanged state. Any ideas on how this could be done would be appreciated.

    Posted in: Triggers
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    posted a message on Item Info

    Making inventories are easy. The premade ones in the data editor are, anyway. Veterancy and Inventory don't have any direct connections (they are entirely separate mechanisms), you can't set anything for an inventory in the veterancy options. However, for individual items, you can set their level requirements (for equipping) in the veterancy behaviors "disable/allow behaviors" option. I find it to be pretty tedious work when you got a lot of levels/items but eh. You could also make a trigger that gives the players unit a certain behavior every time it levels up. (let's call it "Level 1" for when the unit is that level and then you can make multiple behaviors like this: Level 1, Level 2, Level 3, ect). I don't know exactly what you are asking to be honest, but I hope this helps.

    Posted in: Triggers
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    posted a message on HotS: Publishing, Dependencies, and You

    It's a shame. Why doesn't Blizz allow WoL players to play HoTs maps, exactly? It would be awesome if players who don't have it can still play arcade HoTs maps. Just because. I'd love to use some of the new models for my map that I saw in campaign.

    Posted in: General Chat
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    posted a message on Hero Passives

    @DrSuperEvil: Go

    That's the basic concept on how I do my auras. Works like magic.

    @SteffenDs: Go

    If you mean every unit then, you can also do this through triggers -

    "Colossus is created: Condition: Your Colossus - Give all your units the behavior"

    "Colossus is killed or Colossus is removed (however you wish): Condition: Your Colossus died/removed - remove all behaviors"

    Haven't tested this specifically, but it should work.

    Posted in: Data
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    posted a message on Deleting A Forum

    Just a quick question, how do you permanently delete a forum that you've made? I've made a specific one for my map and while nobody else can see it, I still can and need it permanently gone. I may be derping out but I seriously looked over it for ages now. Thanks.

    Posted in: Wiki Discussion
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    posted a message on [Solved] Unit Health/Energy Max Buff (Behavior)

    Ahh. I found out another way that works fine. But thanks for the suggestion.

    Posted in: Data
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    posted a message on [Solved] Unit Health/Energy Max Buff (Behavior)

    What I want to do is when a unit has a buff/behavior it only increases their max health/energy and adds the same amount to their "base" health/energy. But the problem with this that i've been having is when you switch the buff on and off it actually keeps adding to your "base" health/energy and can be abused to keep adding more. I have this buff applied to an "item" when equiped. Tried many ways but nothing seems to work. For more info, I want it to be like how items in Aeon of Storms work. How you can't just abuse them to heal/replenish energy over and over. That'd be all. Thanks.

    Posted in: Data
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    posted a message on Show/Hide Game UI for specific players

    Okay so appearently, after many failed attempts, the new way i'm doing it isn't working either. Here's what I've tried: EVENT: "A unit is selected. This is the "NPC" unit. It's selected as a value (Let's call it Bob)" ACTION: "JUST send a message for "unit group = triggering player" (note: I'm just using the text message as a test for now, when I know how to get the "triggering player" i'll change the action later) it doesn't send me the message. I've double checked the trigger and nothing seems wrong. Might be how I used the action. Any help?

    Posted in: Triggers
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    posted a message on Show/Hide Game UI for specific players
    Quote from TCatastrophicT: Go

    Sup. I'm making a new "Quest" for a map I made called "Catastrophia" you may of heard of it, may of not. I'm quite the noob when it comes to UI and some certain triggers. Basically, the title says it all. Just need the game UI to hide for a specific player (not for everyone, that'd be rediculous). My trigger currently goes like this: EVENT: "A unit is selected. This is the "NPC" unit. It's selected as a value (Let's call it Bob)" ACTION: "Pick the units player and checks if it's within a certain radius of "Bob" ACTION: This is where I want the game UI to hide for the "triggering player" Very simple trigger, yet can't figure it out. Any help would be appreciated.

    Nevermind. I derped. Figured it out right after posting... Lol.

    Posted in: Triggers
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    posted a message on Show/Hide Game UI for specific players

    Sup. I'm making a new "Quest" for a map I made called "Catastrophia" you may of heard of it, may of not. I'm quite the noob when it comes to UI and some certain triggers. Basically, the title says it all. Just need the game UI to hide for a specific player (not for everyone, that'd be rediculous). My trigger currently goes like this: EVENT: "A unit is selected. This is the "NPC" unit. It's selected as a value (Let's call it Bob)" ACTION: "Pick the units player and checks if it's within a certain radius of "Bob" ACTION: This is where I want the game UI to hide for the "triggering player" Very simple trigger, yet can't figure it out. Any help would be appreciated.

    Posted in: Triggers
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    posted a message on Newbie Wednesday- Ask Questions!

    @caparosmith: Go

    Just simply make the hellions follow them(they will stay behind whatever it is, no doubt).

    Posted in: General Chat
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