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    posted a message on Practical Kinetics

    All the map file links in this post are broken because of the new site upgrade ;-; Any way, can someone post it again or have a mod figure out how to fix the links?

     

    Edit: That works in the post below, thanks.

    Posted in: Data
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    posted a message on In what order do ability stages fire? (Solved)

    @ your edit 2, is the actor event itself set to spawn at source?

    Posted in: Data
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    posted a message on In what order do ability stages fire? (Solved)

    There are things called cursor splats. Take a look at some of the abilities that are area of effect like sentry force field. That might help you with something like that. You can place a cursor effect on an ability that will show a cursor splat when the ability is hovered over. So I would recommend looking at some of those.

    Posted in: Data
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    posted a message on Arcade map to Mod?

    Make sure to make a backup before trying.

     

    You'll need to save your map as a sc2 component file instead of a map file. Then create a new mod with whatever name you want, and copy the Base.SC2Data folder and enXX.SC2Data (XX is whatever server localization you're in, for me US) as well as any files you have imported yourself from the converted map folder and paste them into the new mod folder. Then you should be able to open the new component file you created and it should have all of your info except terrain and maybe publishing info.

     

     

    Here's a past post on this:

    Posted in: Miscellaneous Development
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    posted a message on Convert Map into Mod?

    Make sure to make a backup before trying.

     

    You'll need to save your map as a sc2 component file instead of a map file. Then create a new mod with whatever name you want, and copy the Base.SC2Data folder and enXX.SC2Data (XX is whatever server localization you're in, for me US) as well as any files you have imported yourself from the converted map folder and paste them into the new mod folder. Then you should be able to open the new component file you created and it should have all of your info except terrain and maybe publishing info.

     

     

    Here's a past post on this:

    Posted in: Data
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    posted a message on In what order do ability stages fire? (Solved)

    If you want it to fire during a specific point during an ability, they have a few options for this.

     

    The situation I can best explain would be like this:

    • You have a launch missile ability
    • You want to make an explosion once the missile hits its target
    • All you have to do is set the event to activate during the "Launch Missile Impact" Effect. and it won't render the actor until the impact effect is started.
    Posted in: Data
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    posted a message on Arcade Search Not Working

    It used to be if you didn't play the map for a while it wouldn't be searchable until you played it from the my published tab, but that seems like a different problem than what you're talking about. Maybe try publishing a small update, or just keep bugging Blizzard about it.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on New Players to Your Arcade/Custom Game

    You have to create the UI kind of like you say. It has to be simple, but get the point across. You also have to clearly state the goals at that moment in time whether it be through transmissions or objectives or whatever, players need to know what is expected of them. However, if you overload players with information, they'll just skip over it, so keep it concise. I've tried creating those relatively new tutorial game mode features, but I don't think anyone uses them. From my experience with publishing maps, I've found the same results, if you make it too complicated, people don't bother to read, then get mad at being confused and leave. At the same time, if there's not enough info, the same happens (though this depends cause sometimes the game concept itself needs no explanation, like a simple tower defense). The same can be said about your lobby. I've noticed if you have more than 6 players, it can take forever to find enough people, and then the people you do find leave before you can get enough. So definitely keep the players 6 or less. If you can manage to get it popular, then you could add more.

    Posted in: General Chat
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    posted a message on Change Unit's Custom Attribute through Trigger

    Your first problem is that you did this through triggers. Anything to do with unit properties (except death) should really be handled using the data editor. All of these things can be done using the data editor. You can look off of the larva for guides on how to morph (or a tutorial from my signature link). All stat/attribute changes can be done through behaviors or effects. There are tutorials for those as well.

     

    If you're really stuck on using triggers, there is a "set unit custom value" trigger action, or the "add behavior" action you could make a behavior which adds those stats. One of those might fulfill your needs.

    Posted in: Triggers
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    posted a message on Blizz is making a co-op contest with huge prizes!

    I like the idea of co-op maps, but alas it's not my area of expertise. If the template map has some good terrain I can work off of, maybe I'll give it a try, otherwise, I'll return to the occasional forum support role.

     

    Don't forget! There are so many free resources here for your maps. Check my signature for those links!

    Posted in: General Chat
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    posted a message on Energy...

    Check out the links in my signature. There are tutorials for a ton of things there. I'm sure it will help you out.

    Posted in: Map Suggestions/Requests
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    posted a message on Prime Hunter
    Quote from aZergBaneling >>

    I would post this in the Map Feedback forum, as it it is more suited for getting map testers and receiving player opinions than the Project Workplace forum.

     

    Additionally, as this appears to be a sufficiently completed map, you can submit a request for the map to be featured in the monthly testing thread.

     This is a good Plan ^. My first impression of it is Wow! Great UI, you've really put some work into this. I would have to play it to be sure, but from the amount of info here, I'm afraid it'll be too complicated for the Arcade which will limit your playerbase, as players are extremely impatient when trying new games if there is too much going on. I would have to actually play it to find that out though.
    Posted in: Project Workplace
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    posted a message on Make structures spawn on the opposite side from mineral patches when game starts? [Picture]

    This is probably because the barracks and supply depot don't follow the placement rules of the command center where it has to be a certain distance from minerals to be placed. I'm not exactly sure how to fix this without ruining the normal barracks.

     

    You could apply the same placement settings as the command center, but then the player wouldn't be able to place buildings near minerals if you're ok with that.

     

    You could also create a duplicate version of the barracks that is only used by this start mechanism. You should be able to have more than one barracks (just make sure to use the prefix or postfix to label in the editor so you know which one is which). Then have the placement settings of the command center on the special one time use barracks. I believe the placement is based on the footprint.

    Posted in: Data
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    posted a message on USA Income Ideas

    This came out of nowhere. Should have explained what your map is first. But I think I get the gist of it. 

     

    One idea is to value based on what the election system goes off of. The higher the population of the state, the more it's worth. 

     

    You could also have some sort of economy system going that could crash certain markets making some states value plummet. This would likely take a lot of coding if you're up for it.

     

    You could also set it up kind of like how I think it's Bunker Wars does it. Where as long as you have full control of the area, you get a small amount of money every second until someone contends it and tries to take it. It doesn't have to be every second if the turns are long, I don't know how your map works.

     

    I think the best idea would be to combine your last two ideas. Having the bigger states worth more, but also increasing the value every time one is captured, and maybe decreasing the value of ones that sit uncontested for a while.

    Posted in: Map Suggestions/Requests
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    posted a message on Upgrade to Mothership upgrades to the wrong Mothership.

    Check the Actor: Model then. it might be set to the wrong art model.

    Posted in: Data
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