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    posted a message on SC2 Mapster Upgrade Discussion Thread
    Quote from Hockleberry >>

    Phew!  Gone for a while and come back to a new website and 12 pages of feedback!!  Yay!!  

     

    My only issue so far...besides the white :)...is that there is no top 5/10 forum posts on the front page.  I say this is a must to make our site look alive...I know it's been talked about in previous posts, but I just wanted to add my 1 cent.

     

    Now to fix all the broken links on the CCI page.

     Forgive my ignorance but what is CCI page? i'm not to good with Abbreviations. lol. 

    EDIT: NVM seen your Signature. lmbo. 
    Posted in: General Chat
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    posted a message on Different Mods For Different Players
    Quote from Goober4473 >>
     The problem here is, this is for Unit Draft, where players draft which units they'll have available. If it were just one new race or tech tree, it'd be fairly easy to port the AI over, but when there are 100+ units, and the AI will have access to only 6 of them each game, it's very hard to have any kind of real 1-to-1 replacement of units in the AI. In one match, they may have no real alternative to the zealot they would normally build, while in another they might have 3 different units that could fill that role, all with different tech and supply requirements, and all with different upgrades with their own various requirements.
     Sounds like you would have to create some form of AI with triggers or otherwise not in data. I only posted that because that's the only thing i can find in the Data to tell the AI what unit it is... Like ImperialGood said - Custom AI is the only way I see that being even possible with over one hundred units and countless variations of unit compositions in a unit draft.
    Posted in: Data
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    posted a message on Different Mods For Different Players

    What might be able to help is by changing the data in each unit.


    AI: AI Evaluation High Templar

     

    That way when the ai wants to use your unit, it will reference ^that and behave that way.
    Same can be applied to Structures.

     

    Field Gateway
    AI: AI Evaluation Gateway

    Just go along and associate the "new" units to what their equivalent would be. 

    Such as you have a structure that provides supply. That would be the same as Pylon.

    Posted in: Data
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    posted a message on Attached Model in Actor Events

    My current predicament is that when i attach a model to an existing one, such as attaching a mutalisk to a hydralisk, the mutalisk (attached model) does no animations till the unit attacks then it flaps wits wings. I would ~like~ for it to play the animations all the time, not 'only' when its attacking. I can't figure out how to do this. Help?

     

    Follow up question (unrelated)

    Is there any place that you know of that can help you create or alter models for sc2? 

    Thanks. 

    Posted in: Data
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    posted a message on SC2 Mapster Upgrade Discussion Thread
    Quote from MrFlamegoat >>
    Quote from AlexanderNova >>

    Well holidays almost over!

    (Grabs pitchfork)

    I'm not even back to Cali yet!! Let me fly back and poke prod and bug the developers about things before you pitchfork me!
    If I don't have any good news for you, then you can go Frankenstein mob, as long as your polite and friendly.
     a polite and friendly Frankenstein mob - - - ok! <You asked for it!> Have a nice day.
    Posted in: General Chat
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    posted a message on Can you create a second supply?
    Quote from AjaxTheNoob737 >>

    Does anyone know if its possible to create a second supply resource? Like have 2 different types of supply?

     Sure. Supply is nothing more than a number the game uses to calculate. so on that aspect you can have 10 different such values. The standard 3 are Minerals, gas, supply - as you know, but there is also Terrazine and Custom Resource already built in to the data editor. any more and you have to use triggers. Such as a supply depot GIVES you a supply count and a scv takes it away. Could make a structure that Gives Custom Resource and a unit that takes that away also. 

    Field Supply Depot
    (Basic) Cost: Custom Resource 10
    Field Medic
    (Basic) Cost: Custom Resource -1


    Posted in: Miscellaneous Development
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    posted a message on [Help Needed] Hide Player from Score Screen?

    Is the AI a person in the "player properties"or are the in the lobby when you start - if the are - you probably can't hide them. On my map they are added in after the start of the game. when loading screen comes up, no computer (good for me because the computers score would be astronomical, lol) 

    Posted in: Miscellaneous Development
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    posted a message on Player resource sharing

    Interesting problem, what the system sees is that minerals is minerals and not per player. so if player 1 gets minerals from player 2 who left, its still minerals - what you might have to do is make a custom value for the 'other' players minerals with triggers. EG: Player 2 leaves with 1000 minerals. those 1000 minerals goes into a variable. then when player 1 wants to say make marines with player 2's barracks a check is run to see if there enough minerals on that variable. IF-THEN would work. If Variable >= 50 minerals then que the marine. set varaible -50 and rinse and repeat. 

    Posted in: Miscellaneous Development
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    posted a message on Publish Mod In Arcade?
    Quote from Goober4473 >>

    I have a melee-style game that I've built as a mod that can be applied to any melee map, but it seems like the mod publishing is a lot less fancy, especially for searching for lobbies. Is there a way to publish a mod in the arcade such that you can still choose a map, or will I have to publish a separate map for each number of players?

     Arcades is for Map files with custom data already in them. i'm not to sure but its not transferable. What you could do is load up a map in the editor and simply have your mod as a dependency and there ya go. 
    Posted in: Miscellaneous Development
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    posted a message on CO-OP Maps
    Quote from Prodigy454 >>

    Heres all of co-op maps if anyone is curious how something was done.

     WHAT? are you kidding me, i didn't check it out yet but - WOAH! that's awesome dude. :D Thanks. 
    Posted in: Trigger Libraries & Scripts
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    posted a message on Can terrain be loaded?
    Quote from aZergBaneling >>

    Alternatively, you can copy/paste your data edits in XML view if you're not able to get the dependency solution to work.

    I have had some success with <Tutorial> it didn't work "perfectly" but its good enough. Still needed a few tweaks with the data but it applied appropriately enough. The largest issues is like scv had a height to it or a barracks could train medic's. Simple deletion of unwanted stuff at this point. 
    So thank you aZergBaneling and Drsuperevil for your assistance. Greatly appreciated because i was completely dumb founded on this. haha. 
    Posted in: Terrain
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    posted a message on Can terrain be loaded?
    Quote from aZergBaneling >>

    It is much easier to transfer the data edits of a map than the terrain between maps.

     

    This tutorial by GnaReffotsirk explains how to create a dependency mod using the data edits you have on a map. The images haven't been updated, but you should still be able to create the mod according to the written instructions.

     it is old but i seem to figure it out. this part ""3. Save this mod file as a Component List."" doesn't exist anymore. lol. not even an option to save as that. 
    Posted in: Terrain
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    posted a message on Can terrain be loaded?
    Quote from DrSuperEvil >>

    Or you could extract the terrain layer of the old map using an MPQ editor and transplant it to the new map.

     Interesting - Thank you.
    Edit: Running into a problem when i try to import "anything" from the MPQ editor.
    Error pops up and says "The following files are using reserved file names and cannot be imported"

    Posted in: Terrain
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    posted a message on Can terrain be loaded?
    Quote from aZergBaneling >>

    It is much easier to transfer the data edits of a map than the terrain between maps.

     

    This tutorial by GnaReffotsirk explains how to create a dependency mod using the data edits you have on a map. The images haven't been updated, but you should still be able to create the mod according to the written instructions.

     Thanks i will check it out. :D 
    Posted in: Terrain
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    posted a message on Can terrain be loaded?

    As the Title says - can i load up a map's Terrain on an existing map. 
    Let me try to clarify.

     

    I have an arcade map with pretty bland terrain, but i was going to switch it into a PvP map but wanted to keep the DATA without having to remake all the custom stuff on a new map. 

     

    The only other way i can think about doing this would be some how transfering the data from map 1 to map 2 that has the terrain already made.

     

    Or am i stuck into having to squeek out new terrain by-hand?

    Thanks for any feedback.

    Posted in: Terrain
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