I'm releasing this map earlier than I wanted but I might be a bit too busy for the new few days to work on it further.
If anyone remembers "Sunken Defense" from Brood War then you will feel right at home. This map is not meant to be an extensive project but merely a test bed so that I could get used to the editor. After playing it, however, I've actually been having a lot of fun despite its simplicity.
The map will only be 5 minutes long consisting of 10 waves. The first 5 are implemented and balanced and I'll be finishing the rest up when I find the time. I've implemented support for up to 4 players however only Player 1 is 100% playable at the moment. Also note that I have a temporary victory condition that triggers shortly after the 5th wave.
After you import your custom files from using f9, Save
Go back to the Map Properties->Loading Screen
Browse for your custom file
Easy peasy..
- Doug
That was easy, actually. The thing I missed was the Save part. Literally nothing else I've encountered in the editor requires you to Save before you do something. Thanks!
Tried this, no dice. It seems like collision is solely dependent upon the Pathing Footprint attribute of a building. Without a Pathing Footprint any units can walk through a building. Units can walk through each other just fine if you turn off their Collide flags but they still can't walk through units (namely Buildings) that have Pathing Footprints. Unless, of course, I'm missing something.
3) You want to edit the Collision attribute. Remove the Ground collision of your Drone and it will not collide anymore with all the ground units. You can define your own type of collision.
I'm guessing that you are talking about
Stats-Collide
since there is no Collision attribute.
If that's the case then I've already tried this. My drone unit has no Collide flags yet still can't walk through buildings.
Holding down shift allows you to "force" place units and various other stuff, this means intersecting buildings, units in lava or in deep cannons, etc etc.
Thank you for not reading my question. I want the player to be able to stack buildings. I don't care if you can intersect buildings with the editor placement.
1. How do you modify the Loading Screen image with a custom tga file? I've found that you can import files with F9 but the loading screen file browser does not allow you to browse any outside directories.
2. How do you create a trigger to change the value of a Unit Property field? For example I want the player to be able to stack Spine Crawlers on top of each other. In order to do this you must change
Pathing-PathingFootprint
to
Footprint2x2PlacementOnly
The problem with this, however, is that units can now walk through this building. So how would I go about changing this value back later? Set Unit Property is the closest thing I've found but it only has a list of some very basic properties.
3. Say I want to let only drones pass through buildings. Which values would I modify without changing the drone's Mover property to Fly?
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I'm releasing this map earlier than I wanted but I might be a bit too busy for the new few days to work on it further.
If anyone remembers "Sunken Defense" from Brood War then you will feel right at home. This map is not meant to be an extensive project but merely a test bed so that I could get used to the editor. After playing it, however, I've actually been having a lot of fun despite its simplicity.
The map will only be 5 minutes long consisting of 10 waves. The first 5 are implemented and balanced and I'll be finishing the rest up when I find the time. I've implemented support for up to 4 players however only Player 1 is 100% playable at the moment. Also note that I have a temporary victory condition that triggers shortly after the 5th wave.
Download
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That was easy, actually. The thing I missed was the Save part. Literally nothing else I've encountered in the editor requires you to Save before you do something. Thanks!
0
Tried this, no dice. It seems like collision is solely dependent upon the Pathing Footprint attribute of a building. Without a Pathing Footprint any units can walk through a building. Units can walk through each other just fine if you turn off their Collide flags but they still can't walk through units (namely Buildings) that have Pathing Footprints. Unless, of course, I'm missing something.
0
I'm guessing that you are talking about
since there is no Collision attribute.
If that's the case then I've already tried this. My drone unit has no Collide flags yet still can't walk through buildings.
0
Thank you for not reading my question. I want the player to be able to stack buildings. I don't care if you can intersect buildings with the editor placement.
0
1. How do you modify the Loading Screen image with a custom tga file? I've found that you can import files with F9 but the loading screen file browser does not allow you to browse any outside directories.
2. How do you create a trigger to change the value of a Unit Property field? For example I want the player to be able to stack Spine Crawlers on top of each other. In order to do this you must change
to
The problem with this, however, is that units can now walk through this building. So how would I go about changing this value back later? Set Unit Property is the closest thing I've found but it only has a list of some very basic properties.
3. Say I want to let only drones pass through buildings. Which values would I modify without changing the drone's Mover property to Fly?