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    posted a message on The List of things that aren't possible:

    Hey, I've only been using the editor for a short time, so I don't know all the features yet, but I was wondering if this is possible:

    Let's say I have a series of maps (call them Level 1, Level 2, Level 3, etc) and they all take place on the same planet, just different areas. Is it possible to tranfer the player's army/resources/upgrades from one level to another? Something like this:

    At the end of Level 1, record how many units of type X the player has in a certain region.

    At the beginning of Level 2, spawn that many units of type X in another region near the start location (I don't care if stuff like health or energy tranfers, I just want the units)

    ...and repeat for every unit type, then do something similar with resources, and upgrades (so if you've researched Infantry Weapons level 1 and 2, and you've gathered an extra 1200 minerals then in the next map you start with the extra minerals and your research can start with Inf Weap level 3)

    So, is this possible? And, if it is, how would one do it?

    Posted in: Galaxy Scripting
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    posted a message on The List of things that aren't possible:
    Quote from KratsAU: Go

    5. Changing a players race during the game (and the race UI)

    Changing the actual race you're playing is pretty easy... just have a trigger that removes your Command Center and replaces it with a Nexus or whatever, then do the same with workers. The UI won't change, but does that really matter? Will having a Terran-style interface while you use Protoss units just totally ruin your whole day? ;)

    Posted in: Galaxy Scripting
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    posted a message on Avatar Mission: Good idea?

    1. I thought Zerg (with the player color set to blue, or maybe teal) because Mutalisks have flapping wings. They also sorta fit with the Zerg philosophy of overwhelming numbers.
    2. That was a concern of mine, and one of the reasons I brought it up. I was hoping someone here would know the rules regarding copyrighted stuff, and what we can and can't do. (I see Lord of the Rings and Transformers maps being discussed, for example)
    3. I was thinking of having different difficulty levels, where the easy level allows you to miss a few shipments while hard would require you to make every single shipment, and would also have more units in the attacking waves.

    Posted in: Project Workplace
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    posted a message on Avatar Mission: Good idea?

    Thanks for the encouragement! I've already experimented with some triggers and unit modifications. I'll probably need some tips with building the map, though. I know how to use all the terrain editor tools and such, but I'm not sure I have the patience and artistic talent to make it look all pretty and stuff.

    Posted in: Project Workplace
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    posted a message on Avatar Mission: Good idea?

    Well the whole premise comes from the movie, so...

    Posted in: Project Workplace
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    posted a message on Avatar Mission: Good idea?

    So, I had this idea for a map based on the movie, and I wondered what you all thought of it.

    Basically, the player would start out in the center of the map with like 4 command centers, 20-30 SCV's, and 50-60 Marines. They're in a concrete-and-steel area with walls and such around it and bunkers/turrets at the perimeter.

    The mission is simple: Every 5 minutes, a ship comes form Earth with some more Marines and SCV's (you're not allowed to build any yourself) and when it leaves, it has to have 10,000 Unobtanium (minerals) on it. If you don't have that much, then the company will fire you and you lose the game. The trouble is, all the resources are outside the walls, in areas infested with Na'vi (Zerg Hydralisks and Mutalisks). So, you'll have to fly your command centers out to various spots and mine, while the Marines fight off the natives. There are also periodic waves of these units attacking from various directions toward your main base, and if they kill a building in the center of it you can lose that way, too.

    Now, like I said, you can't train more troops yourself, you only get the men who come on the ship. However, a Marine can be trained to be a mech or aircraft pilot (the vehicles cost resources to build and you lose a Marine, but get a much more powerful unit). You also have a single Heavy Transport (probably based on the Hercules with guns added) which you have from the beginning and can't build another.

    After something like 6 shipments successfully sent back to Earth, you'll get authorization to attack the Na'vi, and then your mission changes: Just destroy a few specific buildings, and you win.

    Anyway, what do you think?

    Posted in: Project Workplace
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    posted a message on Immortality Protocol: Why's it so messed up???

    I'm trying to get a mod so it will allow you to research Immortality Protocol. I added the research to the Factory's tech lab, gave it its own button and everything, and that all works fine. When you complete the research, the icon I added to the Thor's command card turns from grey to green like it's supposed to. But for some reason, instead of "dying" and turning into a pile of wreckage you can then rebuild, the Thor will stop taking damage when it's almost dead. Any attack that would kill the thor ends up doing 0 damage.

    I've gone over the requirements and upgrades a dozen times and can't find anything wrong with them, so I think it must be in the effects or behaviors, but they're unmodified from the stock liberty.sc2campaign.

    Anyone know what I could be missing?

    P.S.Here's an attached file

    Posted in: Data
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    posted a message on Tutorial Request

    Also, is it possible to change the hotkey assigned to an ability? I've been playing with adding the Banshee's cloak to a Viking, but the key for decloak (D) is the same as for transform to assault mode. It's very annoying when I'm in the middle of a stealth assault, ready to transform and wipe out that swarm of Hydralisks, but instead I accidentally decloak and half my squadron gets wiped out.

    Posted in: Tutorials
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    posted a message on Tutorial Request

    Sorry if this is in the wrong place, but I looked around and this looked as good as any...

    I just started learning the editor today, and thought I'd see what I could make. One of the things I tried was a Battlecruiser with interceptors. I added Carrier - Hangar to the Battlecruiser's abilities (also changed Queue (1) to Queue (5) (Hangar) like on the Carrier's data). Then I added a "build interceptor" button on the command card, and put Carrier - Interceptor Launch in the Combat - Weapons section.

    It works pretty well, but there are a couple of things I want to change:

    1. For some reason it can only use one attack at a time. If I approach some enemies with a Move order until they're within range of the lasers, then it will (usually) attack with the lasers ONLY and not launch interceptors. If I give it an Attack command while it's still far away, it will most often launch interceptors, but then even if an enemy comes in range of the lasers it won't use them while the interceptors are active.

    2. When you build a battlecruiser it starts with 4 interceptors in the hangar already. I want to change this to 0, but can't find the right field to edit.

    3. I tried giving the interceptors a prerequisite (Ship Weapons Level 2), and the red message shows up in the tooltip as if you can't build interceptors yet, but you can still click the button and it will build them anyway.

    Posted in: Tutorials
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