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    posted a message on How to detect when an Archon is finished merging?

    I used to use this trigger to detect an Archon merge prior to the latest patch:

    Unit - Any Unit uses High Templar - Archon Warp - Selection at Generic6 - Complete stage (Include shared abilities) 
    

    Problem is, after the last patch it no longer works. For some reason "Generic6 - Complete Stage" doesn't count as an Archon finished merging. It looks like Blizzard wants us to use Build or Morph instead, but none of them are valid for an Archon since its considered a "Merge".

    Can anyone help?

    Posted in: Triggers
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    posted a message on The Editor's 1st birthday
    Quote from TacoManStan: Go

    @Lucavious: Go

    I do agree that it is complex, but not as much as it first appears. Once you get used to it, it really is not that difficult to understand.

    There are aspects of it that are confusing, but you don't have to mess with those if you don't want to.

    I do agree that there should be a beginner's editor. It appears to me that there is only the editor, and then The Galaxy code. IE, Hard and Really Hard.

    But other than that, I would recommend watching ALL of OneTwo's video tutorials on YouTube, they will literally teach you everything you NEED to know.

    Sorry, but I don't believe thats correct. Lets say for instance you want a custom hydralisk. No problem right? JUst modify the existing one. Now lets say you want a second custom hydralisk with different stats.

    - First you duplicate the original hydralisk and of course only duplicate the things you want to change as well (weapons, damage effects, and unit)
    - Then you realize the actor needs a duplicate too, so you make one of those.
    - Uh oh, now your hydralisk lost all of his animations. He stands still while firing.
    - The actor lost all of his events and the model doesn't work either. You can paste the same values from the other hydralisk actor, but the editor wont let you (and if you somehow manage to they wont work).
    - Now you have useless blob unit, and the editor expects you to somehow know what to enter for all of the actor event and footprint event fields (which it offers no documentation for this and even if you know how, it takes hours).

    Posted in: General Chat
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    posted a message on The Editor's 1st birthday
    Quote from TacoManStan: Go

    @Lucavious: Go

    Actually the Galaxy Editor is incredibly powerful, and surprisingly easy to use once you get the hang of it. You can make a much more customized hero in SC2 in 50 minutes, then in WC3, where it would take 20 minutes, but much less customized.

    I personally do not know much about WC3, but I have messed around with the editor and know that the SC2 Galaxy Editor is MUCH better.

    I don't disagree that it is capable of more. My belief is that the level of unnecessary complications tossed into Galaxy Editor has made it more of a chore to use than a joy.

    In Warcraft III you could duplicate a unit and then change all of its stats (weapon graphics, damage, abilities, missiles, models, etc.) from a single pane. While you can potentially make more complex units in Starcraft II, actually creating them is such a drag that I don't believe most sane people have the drive to actually finish a big project.

    If Galaxy Editor had an Ability, Upgrade, and Unit wizard we might see some really interesting content on battle.net again.

    Posted in: General Chat
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    posted a message on Are non-incremental upgrades possible?

    @TacoManStan: Go

    Essentially you are recommending making those non-incremental upgrades into individual abilities or working it via a global variable to count researches using triggers right? I think I can do that without any problems. I guess I was hoping there might have been an easy way to do this strictly within the data editor (and without having to create duplicates of a single ability).

    Thanks Taco!

    Posted in: Data
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    posted a message on The Editor's 1st birthday

    Galaxy Editor is a testament to the level of crap Blizzard is willing to shovel onto their player base these days. In their fervor to please professional game developers they left their casual mapping community in the dust (the community that supported Starcraft and Warcraft III I might add). As a result we have a couple of well-made maps that don't last more than 20 minutes before the authors gave up on them and a whole slew of garbage (so much that there is actually a tug of war genre because nobody know how to make anything else).

    - Data Editor is incoherent and overly complicated
    - Making new actors is an exercise in frustration; even duplicating an existing actor completely breaks it and requires revising every model and effect for it.
    - Time to make a hero in Warcraft III: about 20 minutes. Time to make a hero in Starcraft II? Hope you don't have any weekend plans.
    - No non-linear upgrade paths for abilities (+1 damage at level 1, +20 damage at level 5)
    - Hardly any models for players to make anything creative with.
    - Custom abilities are nearly impossible to make for casual mappers.

    The only nice thing I can really say about Galaxy Editor is that the trigger editor is much improved over World Editor's.

    Posted in: General Chat
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    posted a message on Are non-incremental upgrades possible?

    For example:

    - I want an upgrade that increases marine health by 5.
    - This upgrade can be purchased 10 times.
    - On levels 3, 7, and 10 I'd like it to increase marine damage by 1.

    The example above is not what I am actually doing, but is very similar. Can anyone think of a way to do this in the data editor? I've tried using fractions (like 0.4857 per level) but the game will use decimals and display strange things in-game.

    Posted in: Data
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    posted a message on Units grows larger with each upgrade?
    Quote from CrusaderHeimdall: Go

    @Lucavious: Go

    about an hours worth of trigger play produced this:

    Link Removed: http://www.mediafire.com/file/bzlg9zpze4azh02/Test - Size Modifying Upgrades.SC2Map

    I believe this accomplishes what you are looking for efficiently. Hope it's what you wanted.

    [Note] The growth variables represent percentage of original size.

    I seriously appreciate the effort and time you took to make this for me and I agree that it would work fine for say a hero unit where there is only one. The upgrade I am proposing though needs to effect all units of the same type, hence why its necessary to do via the data editor.

    If anyone else has any ideas for doing this in data editor I would appreciate it.

    Posted in: Data
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    posted a message on Units grows larger with each upgrade?
    Quote from DrSuperEvil: Go

    Only reason we do alternatives is to avoid lag ingame. You are a map maker do not shirk on old fashioned hard work.

    What? Efficiency should always be the priority of any map maker when working with the data or trigger editor. Nobody wants to have to redo work every time they expand on an idea.

    Posted in: Data
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    posted a message on Joining as team fails since a day or two ago.

    Anyone else had this experience? For some reason lots of people playing Marine Arena are reporting that joining as a team no longer places them on the same team.

    I'm well aware the lobby system is broken and puts people into teams based on the order they join, but there's a large number of people complaining about this issue today that were not having problems in the last few months.

    I've made no changes to the variants on the map. Any idea what could be going on?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Units grows larger with each upgrade?
    Quote from Kueken531: Go

    @OneSoga: Go

    But you cannot do stuff like add scale or set scale dependant on upgrade level. So you would need to add an event for each upgrade level and a validator for each level to chek as well.

    That's correct, hence my problem. Its looking like I'll just have to tough it out and do an upgrade for every level, but I'm certain there should be a simpler way of doing it without having to duplicate work.

    Crusader I'm gonna check out your map tonight, thanks!

    Posted in: Data
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    posted a message on Units grows larger with each upgrade?

    @Kueken531: Go

    Triggers wouldn't be able to reliably change the size of the unit without equal amounts of work put into it. Just looking for a simple solution.

    Posted in: Data
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    posted a message on Units grows larger with each upgrade?

    I would like one of my units to grow larger after after doing a specific upgrade (this upgrade can be purchased multiple times to make the unit even larger).

    I know I can change the scale of the unit in the actor events, but I'm having trouble thinking of a sufficient validator to make this happen. The closest thing I can find that might work is a unit validator but then I would need to do one seperate validator for every upgrade.

    Can anyone think of an efficient way to make this work?

    Posted in: Data
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    posted a message on How to verify player number with integer?

    @WhiskeeGX: Go

    Players are already integers!? I have been making this way harder on myself :D

    I just tested and you're right. I can't believe how stupid I was being. Thanks Whiskee!

    Posted in: Triggers
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    posted a message on How to verify player number with integer?

    I'm using a "Pick each integer from X to Y" trigger so I can use a single trigger to spawn buildings when a player uses an ability to make them. One problem I'm having though is matching the integer to the player using the ability. I want the trigger to run Y times but do nothing unless it matches the triggering player number.

    Ideally, I would want it to say something like:

    General - Pick each integer from X to Y, and do (Actions)

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Picked integer) == (PLAYER NUMBER OF TRIGGERING PLAYER)

    Then

    blah blah blah

    The part I'm having trouble with is comparing the picked integer to the triggering player. Does anyone know how to do this?

    Posted in: Triggers
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    posted a message on Researching Advanced Healing AI

    This is driving me crazy. I am certain I've done everything right but for some reason I can't enable dual healing streams on medivacs.

    - I added the upgrade Story Mode Tech - (Medivac) Advanced Healing AI to an ability where I store all my other ability upgrades
    - The Info - Upgrade for the ability its on is set to Story Mode Tech - (Medivac) Advanced Healing AI
    - The upgrade appears in-game with no problems. For some reason the price is showing as 150 instead of the 300 I set it to on the research ability
    - I added Dual Healing beam to the command card of the medivac with the requirement "Advanced Healing AI purchased"

    However even after I purchase the upgrade the ability does not show up on the medivac. I've been at this for two hours and I am just stumped why its not working.

    Posted in: Data
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