We rlly should make sticky out of publishing. Ive spend about a day on my first map figuring this out.
The problem is in Game variants. In the main window go to "Map - Game Variants" Uncheck default. Add new one. Go to atributes. It is required to set team and controller to the same value as in Map - Player Properties. If you set fixed color or race, it will probably freeze on 88%.
I consider publishing one of the biggest flaws
I am unable to add an ability to build structures. Added the ability, added the command card. But it just doesnt appear in the units command card. What is the proper way to do it?
I gave Reaper - Cliff jump behavior to a unit, but now, when he jumps, i have no animation what so ever. all i want to do is to add walking animation, but the data editor seem to be a lil confusing on how to do those little stuff. Trigger editor is unable to track when Cliff jump behavior is used, so i guess i have to find a way to launch it with data editor
if they payed attention to us they would fix the broken publishing software and not force us to make retarded 5 minutes maps with as little players possible
I think that you are only allowed to post reviews here, not promoting the map. i might be wrong.
Footmen frenzy was my favourite map on wc3, i always wanted to recreate it in sc2.
Have u ever considered joining a mapmaking team? You'll be still making your maps, just with some help of the team and releasing it under 1 name
I am dying to find a co-modder that knows how to program and has a lot of spare time that he is willing to spend on sc2. Our team has recently lost 2 core trigger editors, and it's very hard to do things in a tiny team now. I am personally considering myself an advanced trigger editor. Also programmed basic c +.+ and Java. We have an almost finnished project: Terran Troopers. Originally, we created team LoaT to work on an orpg, but because of the way blizzard rates maps, we are focusing on small and fun quality games that we can release quickly
Actually it's a member gathering, to work on one project at the time as a team.
But we are cool with having different sub-teams working on different projects under 1 team name. So i guess its both
We are currently in need of good and active trigger and data editors. The goal is to form a very skilled mapmaking team that can deliver quality maps quickly.
Originally we have started this team in the pre-beta era to work on the Life Of a Terran project (equivalent to the LoaP in wc3). But because of the system that blizzard has set up to rank maps, we are switching to the high paste, low player count quality maps.
Our current project is in its alpha stage and is called Terran Troopers. I can tell you all about it, but if you are interested, it's easier just to show you. http://lifeofaterran.com/Public%20Files/PreviewTerranTroopersAlpha.SC2Map
Our website is www.Lifeofaterran.com , we are using an unlimited hosting plan from BlueHost. Including a forum, scripts, private FTP accounts and more.
To be honest, we are not searching for "learning, little knowing" members who rather play CoD all day in their free time. We are trying to recruit core members that can deliver some solid work!
There is a requirement to join the triggering team though, we can't just let anyone screw with our projects. To ensure the quality of all triggers, here is a preview of the qualification map that u have to assemble to join us.
We are also more than glad to guide you through the creation process. But you must be willing to learn on a regular basis.
Map sized 96x96
12 players. 4 teams (players 7,8,9) are computer AI. Constantly sending units to attack you
Each PLAYING player will have a main structure - bunker - that constantly spawns units each ... seconds (if alive)
Each player has a hero. If dead, player is defeated
Create hero inventory and items, create items when units die (see tutorial on our docs)
Create a health dialog (see tutorial on our docs)
Create a bank that stores units killed by a player. Each time a unit is killed, the number should be displayed onscreen (see tutorial on our docs)
Use at least 1 function
Use for each integer
Use switch function
Negative region
Upload the map to our FTP server
Hi,
If i was to take a variable AbilityCommand that refers to ability command: "attack". How can i extract the the fieldpath value for that ability, just using 1 variable, AbilityCommand.
What i want to use is a function CatalogFieldValueGet( Catalog, Entry, Path, Player )
Catalog: Ability
Entry: ID for the ability that is stored as AbilityCommand variable (this cant be a fixed value as it changes ingame every few seconds)
Path: any
Player: any
Why do i need it?
I have created a custom interface, where you have to preset Ability Command. Every time you select a unit, it scans all the abilities from Ability Commands, and if the unit has those abilities, a player gets an ability list that he can use.
The problem is that i dont want to preset icons, description, hotkeys etc manually, but just want to extract those automatically using catalog.
0
Do you know how to add an Arrow hovering above the buying unit, like in wc3
0
We rlly should make sticky out of publishing. Ive spend about a day on my first map figuring this out. The problem is in Game variants. In the main window go to "Map - Game Variants" Uncheck default. Add new one. Go to atributes. It is required to set team and controller to the same value as in Map - Player Properties. If you set fixed color or race, it will probably freeze on 88%. I consider publishing one of the biggest flaws
0
Are u telling us that 3500 lines are directly linked to lobby positions?
0
Did that, wander only works when unit is not ordered to move. Plus, it moves very awkwardly
0
I am trying to create flying ships that cant stop, but instead, constantly rotating around the target. Anyone ideas?
0
I am unable to add an ability to build structures. Added the ability, added the command card. But it just doesnt appear in the units command card. What is the proper way to do it?
0
I gave Reaper - Cliff jump behavior to a unit, but now, when he jumps, i have no animation what so ever. all i want to do is to add walking animation, but the data editor seem to be a lil confusing on how to do those little stuff. Trigger editor is unable to track when Cliff jump behavior is used, so i guess i have to find a way to launch it with data editor
0
if they payed attention to us they would fix the broken publishing software and not force us to make retarded 5 minutes maps with as little players possible
0
I think that you are only allowed to post reviews here, not promoting the map. i might be wrong. Footmen frenzy was my favourite map on wc3, i always wanted to recreate it in sc2. Have u ever considered joining a mapmaking team? You'll be still making your maps, just with some help of the team and releasing it under 1 name
0
Oh yeah, one thing u'll be good at in LoaT, is writing the cleanest codes and communicating with other members.
0
I am dying to find a co-modder that knows how to program and has a lot of spare time that he is willing to spend on sc2. Our team has recently lost 2 core trigger editors, and it's very hard to do things in a tiny team now. I am personally considering myself an advanced trigger editor. Also programmed basic c +.+ and Java. We have an almost finnished project: Terran Troopers. Originally, we created team LoaT to work on an orpg, but because of the way blizzard rates maps, we are focusing on small and fun quality games that we can release quickly
0
Thanks tons. I didnt even know Game Variants existed until now, let alone that i had to make it match my original settings.
0
Actually it's a member gathering, to work on one project at the time as a team.
But we are cool with having different sub-teams working on different projects under 1 team name. So i guess its both
0
We are currently in need of good and active trigger and data editors. The goal is to form a very skilled mapmaking team that can deliver quality maps quickly.
Originally we have started this team in the pre-beta era to work on the Life Of a Terran project (equivalent to the LoaP in wc3). But because of the system that blizzard has set up to rank maps, we are switching to the high paste, low player count quality maps.
Our current project is in its alpha stage and is called Terran Troopers. I can tell you all about it, but if you are interested, it's easier just to show you.
http://lifeofaterran.com/Public%20Files/PreviewTerranTroopersAlpha.SC2Map
Our website is www.Lifeofaterran.com , we are using an unlimited hosting plan from BlueHost. Including a forum, scripts, private FTP accounts and more.
To be honest, we are not searching for "learning, little knowing" members who rather play CoD all day in their free time. We are trying to recruit core members that can deliver some solid work!
There is a requirement to join the triggering team though, we can't just let anyone screw with our projects. To ensure the quality of all triggers, here is a preview of the qualification map that u have to assemble to join us.
We are also more than glad to guide you through the creation process. But you must be willing to learn on a regular basis.
Map sized 96x96
12 players. 4 teams (players 7,8,9) are computer AI. Constantly sending units to attack you
Each PLAYING player will have a main structure - bunker - that constantly spawns units each ... seconds (if alive)
Each player has a hero. If dead, player is defeated
Create hero inventory and items, create items when units die (see tutorial on our docs)
Create a health dialog (see tutorial on our docs)
Create a bank that stores units killed by a player. Each time a unit is killed, the number should be displayed onscreen (see tutorial on our docs)
Use at least 1 function
Use for each integer
Use switch function
Negative region
Upload the map to our FTP server
0
Hi,
If i was to take a variable AbilityCommand that refers to ability command: "attack". How can i extract the the fieldpath value for that ability, just using 1 variable, AbilityCommand.
What i want to use is a function CatalogFieldValueGet( Catalog, Entry, Path, Player )
Catalog: Ability
Entry: ID for the ability that is stored as AbilityCommand variable (this cant be a fixed value as it changes ingame every few seconds)
Path: any
Player: any
Why do i need it?
I have created a custom interface, where you have to preset Ability Command. Every time you select a unit, it scans all the abilities from Ability Commands, and if the unit has those abilities, a player gets an ability list that he can use.
The problem is that i dont want to preset icons, description, hotkeys etc manually, but just want to extract those automatically using catalog.