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    posted a message on [Galaxy Noobs] Wow to SC2 in 30 seconds! NO 3dmax!

    This is a really great guide, however, I have two issues.

    Firstly, there is a comment somewhere saying that in order to make your units animate properly for walking you have to rename their run animation as "Walk". This is quite true (or at least it was for me) and I wish it was in the guide, I literally wasted hours searching around trying to see what I had done wrong.

    Secondly, is there any way that I could make units have parts of their colors match their team color like regular SC2 units? I've seen a few maps where the soldiers change colors to match their faction, and really think it would make any map I complete a lot more intuitive.

    Besides that, thanks a ton for the guide it is the coolest trick I've learned so far for the map editor!

    Posted in: Tutorials
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    posted a message on I need some help with my map!

    Hey guys, I'm working on my custom map "Allegiance Wars," and it is nearly complete, but I am running into a few issues. I'm not a very great mapmaker, so some of this stuff might be very obvious and I might need very precise instructions on how to work things. Even so, I'm really excited for this map (I've had people test it with me and everyone has said it was a lot of fun!) and want to make it as balanced and fun as I can. That said, here are the issues I still have to deal with.

    1) I would like to make the main structures (Nexus, Command Center, Hatchery etc) give income periodically and be upgradable for more income. If I had to compare what I wanted with another game, I would say that I wanted something very similar to what happens in "Pobes vs Zeelot" (or however you misspell that)

    2) I need to set the victory conditions. At first I thought this would be easy, but I can't seem to get it working. I'd like the game to end when all active players are allied to each other. (The premise of the game is that anybody you defeat is forced to work on your team for the rest of the game)

    3) For maximum entertainment, I would like to add a combat unit that looks like a murloc marine. The problem is, I have no idea how to do this effectively. I am completely illiterate when it comes to changing how ANY unit looks, and this is no different. Ideally, either the murloc unit can have a weapon added, or the marine (or any other I guess) unit can be changed to look like a murloc.

    Posted in: General Chat
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    posted a message on Give resources over time?
    Quote from DrSuperEvil: Go

    Alternative is give the units a Buff behaviour under the Behavior - Behaviors - Behavior field of the Units data type that does a periodic Modify Player effect.

    How would I do that? It might work better for my game idea. To elaborate, I know how to add a new behavior (in theory), but I do not know how to add a buff like that (or even make a buff like that (or even get to where you make a buff like that))

    Also, my current sequence of events is to unally all factions, then ally the owner of the killing unit, then ally the allies of the owner of the killing unit.

    Posted in: General Chat
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    posted a message on Give resources over time?

    @SnyderGuy: Go

    Oh my gosh! I didn't even think of that! Thank you so much!

    ...

    Actually, I hate to ask more of you but I have a second issue that is slightly more problematic. The thing is, I would like to force a player who loses their command center to have to ally themselves with their killer's team and unally their previous allies. It seems simple, but my triggers' results are...sporadic to say the least. I'm not sure how to link a screen shot, but if you need to see what I've got now I'll do my best. Particular issues include teams not unallying, the killer getting allied but not his teammates, and nothing happening whatsoever.

    Posted in: General Chat
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    posted a message on Give resources over time?

    Hey, I'm working on my very first unique map, but I'm running into some troubles. I'm not amazing at the map editor, so I'm starting with a map that I think will be simple, but also a lot of fun. However, I'm running into all sorts of issues that I can't find guides on anywhere. Particularly, I would very much like to make Command Centers, Nexi, and Hatcheries give minerals to their owner over time (as a primary method of owning resources, rather than gathering them (it would not fit the map)) but I have no idea how to. Can anyone help?

    EDIT: I still need help O:

    To clarify, I'd like to do something similar to what happens in Pobes vs Zeelot (or however you misspell that)

    Posted in: General Chat
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    posted a message on Trigger not working

    Is there anyone that can help? This is the single most important part of my game, and I don't know whats wrong with it!

    Posted in: Triggers
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    posted a message on Trigger not working

    @Trieva: Go

    What is ideally going to happen is that the player who loses their command center first unallies everyone on the map (so as to discredit previous alliances) and then allies themself with the team of the player who killed him. While I initially suspected Terran Burnout, the glitch persisted even after I removed the damage component from it.

    EDIT: I think I found my issue. When the allegiance of the defeated player changes, he allies all players on the same team as his killer, but not the killer himself.

    EDIT Again: No, nevermind. My current testing situation is like this.

    Player1 (Me) allied with Player 3 (nobody) vs Player 2 (nobody)

    When I destroy Player2's structure, it simply reappears. But when Player3 Destroys the structure, we all become allied.

    Posted in: Triggers
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    posted a message on Trigger not working

    Hey, I'm working on a trigger for a custom map I am designing, but I have run into some trouble. As a newbie mapmaker, I'm not particularly good with triggers yet, and I've run out of ideas on why my current set is not working.

    What I would like is for a player to ally with another player's team if their command structure is destroyed. However, right now even after destroying the command structure, the owner of the structure remains unallied with the opposing player's team. Here is the current list of actions, if anyone can give advice on how to improve it I would be very grateful.

    Faction Change 1

    Events

    Unit - Any Unit dies

    Local Variables

    Conditions

    (Unit type of (Triggering unit)) == Command Center

    Actions

    Player Group - Pick each player in (All players) and do (Actions)

    Actions

    Player - Make player (Owner of (Triggering unit)) and player (Picked player) treat each other as Enemy

    Player Group - Pick each player in (Allies of player (Killing player)) and do (Actions)

    Actions

    Player - Make player (Owner of (Triggering unit)) and player (Picked player) treat each other as Ally With Shared Vision

    Unit - Create 1 Command Center for player (Owner of (Triggering unit)) at (Position of (Triggering unit)) using default facing (No Options)

    Posted in: Triggers
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    posted a message on Silly Question Involving Water

    I'm still a bit of an amateur map designer, and right now a map I am currently working on has very, very many canyons. They are important balance-wise (I can't simply put raised ground instead) but I would like to fill them all with water. My question is simply this: will it cause lag? I know the map (once finished) will likely involve very many units all on the map at once, and if the water effect would put even more stress on computers, I'd like to avoid that. The reason why I'm afraid it might is because it seems to have an adverse effect on the map-making screen and I'm not sure if its just because I zoom out a good bit or not.

    Posted in: Terrain
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