• 0

    posted a message on My map deleted from Bnet :(

    I'd just wait for an email reply, and if one doesnt come in a few days, send another one. Theres always the chance it got lost, although I doubt it. Blizzard gets alot of emails, it probably takes them a long time to answer them

    Posted in: General Chat
  • 0

    posted a message on Custom Minimap??

    I am making a 3rd person hero fighting map with WAS movement. Because the map is 3rd person, It can be hard to navigate the map, and I had to disable the UI to make it look good. I know there is a way to make a custom minimap, I've seen it before in map.. I'll see if I can find the link. I would prefer the map to be in a dialog, but if not thats no biggie, so long as its on your screen. Anybody have any ideas?

    Posted in: Miscellaneous Development
  • 0

    posted a message on My map deleted from Bnet :(

    I agree with you totally. I appreciate blizzards efforts to keep the game free of vulgarity (after all, it is rated T and they wouldn't want parents of little kids to get mad). But there really should be a 1 week or 48 hour warning. And then if you dont fix it, the map goes offline. BUt why exactly can you not just re-upload the map, cyrileo? I'm confused there. OR are you saying you can re-upload it but its not popualr anymore?

    edit- I also posted on the official blizzard forums. Everybody post there also, maybe we can get blizzards attention

    Posted in: General Chat
  • 0

    posted a message on Annoying Save map err

    About two thirds of the times I save my map, I get the err Unable to remove directory 'C:\Users\Me\Documents\StarCraft II\Maps\Races at War.SC2Map.temp\' System Error: The directory is not empty.

    What the heck? I just save the map like 3 more times untill it works, but its annoying as heck. Anybody have similar issues?

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [New Video] Debates: Epic day

    Woowww....lol

    Posted in: Project Workplace
  • 0

    posted a message on Tug of War Project[Help]

    First off, I have no clue what a tug of war map is. But I'll see if i can help.. Create a region and name it start area, put it near wherever the unis are spawning from. If you are spawning the units via triggers, just add this

    create unit <your units > <<<<<, you already did this part pick units in region matching condition: owned by player <whatever player owns them goes here> in (starting area)<<<< add this and do this- issue order to unit group (picked units) targeting point (enemy base), order is attack move

    Basicly, this picks all the units in the starting area owned by the computer player, then orders them all to attack a point. Does that help?

    Posted in: Project Workplace
  • 0

    posted a message on Brainsotrm- abilties for wc3-like heroes!!

    Bump...I really need an idea for the immortal's 3rd ability and also a few for the aberration..

    Posted in: Miscellaneous Development
  • 0

    posted a message on really really easy question

    oh wow..i didnt see that button, thanks!

    Posted in: General Chat
  • 0

    posted a message on really really easy question

    Im new to sc2mapster and I was just about to post a tutorial, when I totally realized I have no clue how to attach pictures to a post. lol...I cant really make the tutorial without them..  Can anybody tel me how? Thanks!

    Posted in: General Chat
  • 0

    posted a message on [Trigger] 3rd Person Movement

    @elizabethlestrad:

    Look, I just checked this out thinking it would be nice. It works for W but I want WASD so that he an move in all directions . I already made a WASD engien but it is complicated so it would not be easy to implement for multiple players. OneTwo did a very nice tutorial on this that DOES work. ANyway, can somebody explain why when I say to move offset by 180 degress towards the camera yaw of player 1, it moves foward still? (this is for the S key)
    EDIT
    Never mind, I just scrapped this and made it on my own.. But I just realied what you were doing here, I though you were doing full WASD but you were doing something else... But anyway this tutorial is good. I used the engine to make my old WASD engine work with less painful triggers..

    Posted in: Tutorials
  • 0

    posted a message on [Tutorial] 8-Way WASD Movement

    Does this work with 9 players? I was doing my movement the long, hard way, but if this really does work, my map will be alot easier to make.

    Posted in: Tutorials
  • 0

    posted a message on Block paths = Pathing Problem?

    I read somewhre about mutli-thread things or something like that for just this problem. Ill edit this post if I find it again, but as a temporary solution, you can change the blocking off building's path footprint to 3x3 forcefield. Units wont go around forcefields when they try to find a route to the destination.

    edit- AHA..here we go. check this out
    http://forums.sc2mapster.com/development/tutorials/1828-trigger-multithreading-and-ai/

    Posted in: Miscellaneous Development
  • 0

    posted a message on Using Raynor's model from the campaign for Custom Units?

    Duplicate Raynor's actor and then link it to your own unit. BUt when you duplicate it, right click and hit duplicate. Then check all of the stuff under "actor" That way you can be sure you didn't mess up anything by mistake in the actor fields. Not being able to select units is weird, but the galaxy editor DOES have some bugs, so I would suggest restarting the editor. This fixes most totaly random bugs for me.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Changing the color of water

    You do this in the same way as making lava rise and fall.  Basicly, go to the terrain editor. Click the water drop icon. Then click on whatever kind of water you are using in your map. An edit button will pop up, click it. Then this big complicated window will appear. On the left side you should see "default". Right click on that and hit "add water state".  his creates "alternate setting 1" You will want to make this water state similar to the default one. Now change the alternate setting's color to red. (or whatever color you feel like making it). When you want the water to change colors, just use the trigger "set water state". Tell it to apply alternate setting 1 to whatever kind of water you were using. (Example: Apply alt setting 2 to Bel Shier water). Hope that helps!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Basic overview of editor data and how they interact?

    Here i go.. (hope this sort of makes sense)

    units are all linked to actors, and each actor is linked to a model. The model is the 3-d 'picture' you see in the game. The actor controls the models animations. So the actor says "play the running animation when the unit moves" or "play the spell animation when the unit casts psi storm".  You can also add behaviors to a unit, more on behaviors later..

    Now, abilities are all linked to effects (at least I think all of them are, maybe a few are not though). Effects do tons of different things, but basically they make all the abilities and attacks function. Most abilities are linked up to several effects. Effects do things like apply damage from attacks, apply behaviors, apply several effects at once, create persistent effects like a psi storm, and more.

    Behaviors are passive things that are either applied to units via effects or are permanently attached to the unit in the data editor. They can be things like hardened shield for the immortal, the Terran building's burn down effect, the protoss structures need for power, the mother ship's cloak field, and more. As you can see, these behaviors are more of 'background' abilities that the player does not have to trigger himself. Each unit can have multiple behaviors.

    That is a basic overview of the different aspects of the data editor. Obviously there are tons and tons of things in the data editor, but those are the most important and commonly used ones. Hopefully that helps a bit.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.