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    posted a message on Blue, red and yellow square on terrain

    The yellow and blue lines around the map are the borders for the map and camera respectively (as matic's already pointed out). Patches of squares on the terrain itself show up when you show display the pathing layer; default hotkey combo to toggle it is Shift+H or you can select View -> Show Layer -> Pathing.

    Pressing H or selecting Layer -> Pathing will toggle the pathing brush in the Terrain Editor.

    • Terrain that is painted red (No Pathing) is non-pathable and cannot be crossed by ground units (but air units can still fly over them), nor can they have structures built over or have any abilities that require walkable pathing be able to be casted on (i.e. Thor 330mm Barrage Cannons).
    • Yellow tiles (No Building) are pathable by ground units but cannot be built on (useful for Tower Defence maps).
    • Green tiles (Ground) can be built on and crossed by units. Green tiles will allow you to create pathing instead of blocking it, so you can create fake 'bridges' out of doodads and then paint them with this pathing tile to allow them to walk over an area that would otherwise be unpathable.
    • Blue tiles (No Burrowing) prevent units that have the Buried flag from being there, so Widow Mines or Zerglings would be unable to burrow on terrain that has been painted with this.

    Dynamic Pathing Fill simply fills the cliff layer that you've clicked on with No Pathing tiles. Note that it won't fill the same entire cliff layer if a part of the pathing map is cut off (if you have a canyon in the middle and use this tool on the left side of it, only the left side will be filled).

    No Fly Zone prevents air units from flying in that area, but do not prevent ground units from moving into them. The NFZ's cylinder has Hard Radius and Soft Radius parameters; Hard prevents air units from completely flying into that section, while Soft will slowly push an air unit back if it flies close to it. The Hard radius should always be less than or equal to the soft radius.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #159: Do That Doodad 8 - Rock Arch

    Spring approaches...

    Posted in: Terrain
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    posted a message on Space Map Questions

    @ChedderCheese21: Go

    1. Untick the flag Linked Cooldown in Weapon: Options +. You need to make sure both weapons have this unticked.

    2. The Gorgon does not fire at multiple targets with the same weapon. The only reason it looks like it can in-game is because it actually has 16 weapons with their own turrets that are hidden (only the first weapon is displayed in the command bar) and each attack their own targets individually. You can replicate this by creating duplicates of the same weapon and then hiding the copies. Make sure you assign each weapon a turret as well.

    3. The simplest (but not necessarily the quickest or best) way is to use one cliff type and lower the terrain to the lowest level and then hide the lowest level. To do this you first will need to first lower all the cliffs in the Terrain Editor. Go to 'Cliff' in the Terrain palette and then select 'Lower Cliff' to start working on your terrain. After you've finished lowering the map, go into the Data Editor and select the 'Terrain Types' module. Find the terrain you are using and then toggle the field 'Hide Lowest Level'.

    However since you are using triggers, the Hide Terrain Cells trigger will do the job, just make sure you're applying it to the entire map though. You still need to make sure your lowest level is hidden however, which leads to...

    4. ...this. In order to do this, you need to make sure your map has a background (aka Skybox). There's two kinds of skyboxes, static and parallax. Static skyboxes are just models with no animations, but parallax are animated ones that usually have multiple objects and stuff. Most terrain types do not have a skybox assigned, so for those you will need to add one yourself.

    Simply assign one of the spacey-type static skyboxes (i.e. Braxis Alpha Sky Box) to the field Background Model (Fixed), and a parallax one (i.e. Sky Box Port Zion Space Parallax) to Background Model (Not fixed) to get this effect. You also need to make sure your lowest level is hidden alongside using the Hide Terrain Cells trigger.

    5. Making a doodad for the Vortex model is the easiest way. Just create a Doodad actor type (so that it inherits all the base data), and then give it the vortex model with a PlayAnim Birth, Play Forever event message (or Stand; I'm not too sure which animation name the Vortex model uses).

    6. The count that is displayed on the weapon's command card only shows how many times the weapon fires per 'attack'. What you need to change are the Create Persistent effects that the weapon uses; more specifically the Effect: Period Count and Effect: Period Effects + fields. You can change the Effect: Period Durations + field to adjust the delay between missiles; this does not affect the weapon's cooldown itself. The Wraith or Viking's air-to-air weapons are good examples of how this works.

    Also you only use Set to link effects together (i.e. a Create Unit effect with a Timed Life effect for example).

    7. The weapons need to have the flag 'Moving' toggled under the Weapon: Allowed Movement. You also need the flags Only Fire At Attack Target and Only Fire While Attacking to be left unticked.

    If your unit does not have a turret with a yaw arc of at least 360, then you must give your weapon an arc so that it can actually fire properly on the move. You can edit this in the field Stats: Arc. If you want your unit to be restricted to be only able to fire forward, then set this to 180 or less.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #148: All Your Base Are Belong To Us

    So ah yeah, three weeks late but here it is finally...

    Credits go to GhostNova and Rulerian for their custom models of course.

    Niflheim

    Background:

    Forming the strategic fault line between Terran and Zerg space, Niflheim was until recently an uninhabited frozen planet. Due to its extremely harsh environment and expansive barren wastelands, Niflheim has always made for a rather poor choice for colonisation.

    That is, until a Dominion expeditionary task force was dispatched to the planet in search of reportedly rich veins of resources. Within a span of months the planet was quickly annexed by the Dominion and a capital city, Altis, built from the remains of the original landing zone.

    Niflheim's newly discovered resource nodes did not go unnoticed for long however. Not long after, the Queen of Blades had dispatched four Broodmothers to oversee the assimilation of the planet and destruction of all Terran forces. But with her sudden disappearance, the disorientation created havoc within the ranks of the swarms on Niflheim, with each Broodmother now vying for control against not only the Dominion for the resources, but each other as well.

    Topography:

    A barren planet mostly devoid of any natural flora, Niflheim itself offers very little capable of sustaining life on its harsh surface. Underground, the planet offers much more, with not only flowing fresh water molten from the icy surface and arable soil but also rich mineral veins and vespene.

    The capital city of Altis is essentially a heavily defended fortress, with the city itself surrounded on all sides by easily defensible mountains and approachable from only one direction. Incidentally, it also sits upon one of the largest caves that lead underground into the heart of the mineral veins.

    Situation:

    Task Force Stratis forms the bulk of the local Dominion military forces, with Forward Operating Base Camp Maxwell serving as the vanguard for the city.

    The four Broodmothers are primarily clustered to the east and west of the city mountains. Hostile to each other and the Terrans, Maxwell often comes under heavy attack from both sides, with three-way battles not an uncommon situation for the garrisoned forces. Ground based radars have even detected the presence of a Protoss fleet likely converging onto the planet.

    Posted in: Terrain
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    posted a message on Editing the Gorgon Battlecruiser

    1. The 'swaying' is apart of the Battlecruiser's animation; you can't add this to the Gorgon without editing its animations. You can however, use a persistent siteops that will create a slight pitch and roll effect to simulate this (check out the Phoenix's Anti Grav Rocker siteops for example).

    2. The searchlight light emitters are attached to the Gorgon's model. Once again, you'll have to edit the model to get rid of them.

    3. This is because the Gorgon, like all 'boss' units have a UI - Minimap Icon value given to them. Just rightclick on the field and select 'Reset to Parent Value' -> '[Core.SC2Mod] GenericUnitMinimal' to get rid of it.

    4. Go to the field Hosting: Host Site Operations + and give it the operator called 'SOp Banker Battlecruiser'

    Posted in: Data
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    posted a message on SCII legacy of the void
    Quote from DeltaCadimus: Go

    In other words, have the AI play just like in Red Alert 3? Thank you, but I'll pass that.

    To be fair, RA3 was built for co-op in mind so naturally in SP it played out the way it did; a co-commander that was either useless and needed babysitting or steamrolled and did the mission for you with a few smart commands issued.

    Quote from DeltaCadimus: Go

    Now, if you talk about an AI whom participates in Build and Destroy missions (Play ACTIVE, not like the mess they did with Terrans in the HotS last mission), whom builds, expands to new sites, expands production, upgrades, masses waves and varies attack paths, THEN and only then, we'll be talking business. Otherwise, it's all just pre-scripted gimmicks all over again... Sorry, but I must say it.

    I'm actually a bit disappointed that blizz wouldn't bother adapting their melee AI with a few adjustments into the campaign. I'd love to see something like Eye of the Storm from the original SC1 with an AI ally controlling the Terrans instead of you managing two simultaneously (which wasn't particularly fun with SC1's clunky UI).

    The problem is that it would require Blizz to change many, many things about how the enemy AI's unit waves are built, which could break the balance of some missions or detract from the original design too much. Having two melee AIs bashing each other in a campaign mission with a few token forces directed towards you would be sort of redundant and basically make LotV have the same issues as RA3.

    Posted in: General Chat
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    posted a message on How to make objects indestructible?

    @snipez10: Go

    Triggers or data, your pick.

    For triggers you can just use Set Unit Invulnerable/Vulnerable. Through data, you can either give the bunker the Invulnerable behaviour, or just toggle the Invulnerable flag in its attributes.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #148: All Your Base Are Belong To Us

    @Scbroodsc2: Go

    Yep, those Vikings are doodads (there isn't a single unit in this). Ghostnova's Umojan Marine uses Raynor's sniper animations, so I just set them an AnimPlay Stand, Work event with Play Forever flagged so that it doesn't loop. For the rest that don't have such simple animations, I use Timers to freeze the animation in place.

    @nolanstar: Go

    Yeah I'll be posting the map along with the screenshots of the completed version. Just sit tight, should be done in a few more hours time.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #148: All Your Base Are Belong To Us

    Almost finished...

    Well not quite actually, The base hasn't been added yet lulz.

    Posted in: Terrain
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    posted a message on Christmas portraits! (show em off!)

    INFILTRATE... THE ENEMY FORTRESS... SC2MAPSTER...

    Posted in: General Chat
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    posted a message on in-game recording software

    There are *ahem*, ways to get Fraps but I think you probably already know.

    Apart from that xsplit is always good. You can also stream as a bonus and the quality is actually pretty decent.

    Posted in: Off-Topic
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    posted a message on Shutdown Predictions

    Kinda funny how he's changed his stance from "OMG OBAMA IS A [Select adjective: COMMUNIST, DICTATOR, EVIL IMPERIALIST, ILLUMINATI AGENT] FOR INTRODUCING HEALTHCARE REFORMS ETC ETC + [insert link from infowars.com]" to zombies right after the shutdown he predicted was postponed. Guess he'll say that Alex Jones was just joking to cover up his fail as well.

    I wonder what he'll come up with next; maybe Obama is finally setting up those imaginary FEMA concentration camps[citation NOT needed] to process Obamacare patients? ;)

    Posted in: Off-Topic
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    posted a message on The Hybrid as a playable race?

    Something like the Scrin from C&C 3 would be my guess? Basically a mixture of bio-mechanical units and mechanical structures.

    Posted in: General Chat
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    posted a message on (Solved) add vortex to hots Mothership

    @Nixo78: Go

    Go into the data editor and copy and paste your XML code for your vortex ability here. You can access XML view with its shortcut Crtl+3 or just click on the XML View button.

    Make sure the XML code is the consists of the changes you made to your map, not the default one from Swarm (Multi).

    Posted in: Data
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    posted a message on (Solved) Daelaam Ship Holographic consoles

    @firelordzx5: Go

    It's a doodad called HotS - Ship Displays.

    ...you could've just found out by opening the map yourself lol.

    Posted in: Miscellaneous Development
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