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    posted a message on Warp-in to point frustration

    Howdy, I've been constructing a small campaign project, and I've hit a snag. You see, there's a point in this map where you are attacked by a great pack of Ursadons (snow yeti creeps), but are rescued by some Stalkers that warp in (from a super warpgate). But when the trigger was hit and the conditions (I assumed) were met, nothing happened. I've attached many images of my triggers and global variables, along with my map. I'd greatly appreciate some help with this.

    Note: ursadons in image: bottom, middle are the ones in the ursadon unit group.

    Posted in: Triggers
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    posted a message on Campaign mission preview - problem?

    Hello, as I'm sure many of you know, we are all able to view the SC2 campaign missions through the editor. This is great. However, I've run into an odd problem. You see, I was taking a look at the environment work in the mission titled "ZExpedition01" (Harvest of Screams), and all was well and good. I loaded up a new map with the Kaldir tileset, and went at it. However, as soon as I tried to go back to that mission in the editor, it tells me the dependency data could not be loaded. If I continue, it just loads this (image). Could anyone tell me whats wrong, and how I could fix this (Reload editor?)

    It should also be noted that I've taken a look at other missions in the editor, including this one, before, with no problem at all.

    EDIT: Man, I'm so sorry guys. I've fixed it. Just needed to delete the map file in my Starcraft 2 Folder, and it corrected everything. Again, sorry for the wasted post.

    Posted in: General Chat
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    posted a message on Help and ideas needed !

    @ZeShmoutt: Go

    Sorry for the late response! Sure, Here it is!

    Posted in: Terrain
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    posted a message on Objectives - final help! (hopefully)

    Hmm, the box does not appear. Sorry! I really do appreciate you helping me with this.

    Posted in: Triggers
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    posted a message on (Solved) Remove passive ability

    Ah, thank you guys very much. Seems so simple once I know what to do!

    Posted in: Data
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    posted a message on (Solved) Remove passive ability

    Thank you very much; that worked. I just have one more question: how do I get rid of the icon in his command card that tells me he's cloaked?

    Posted in: Data
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    posted a message on (Solved) Remove passive ability

    Howdy, I was wondering how one could remove a units passive ability. In my case, I'm trying to take away Zeratul's perma-cloak. I'm sure there's a tutorial for this somewhere, but I just haven't found it. Many thanks for anyone who helps with this!

    Posted in: Data
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    posted a message on Objectives - final help! (hopefully)

    Thank you for helping, but I'm unfortunately still shrouded in confusion. Your solution does work, but not really in the direction I was going for. Again, thanks nonetheless.

    Posted in: Triggers
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    posted a message on Objectives - final help! (hopefully)

    Alright, I've been making a small map recently, and have been trying to set some objectives for it. so far, this is the course of events:

    the map begins. Camera (cinema mode, zoomed slightly) fades in, and 3 Probes, one after another, teleport in onto a point, and move to another point as they warp in. The camera now zooms back to its regular distance. Along with the Probes, you have a Nexus with mineral fields at your disposal. In the expected top - left of the screen, a primary objective is created that says "Construct additional probes (0/5)". This objective is functional (thanks to FenixKissKerrigan), but I've got a slightly more complicated (I think?) next step.

    You see, after the probes objective finishes, I was trying to make is so that the player is then given an objective to construct a pylon. There is a point on the map which is where I want the pylon placed, so when the objective starts, one of those indicator boxes like in the campaigns appears around that point, and is removed when they place a pylon. The pylon objective is followed by one for a gateway when the pylon's construction is finished. Then one for a forge, then lastly a photon cannon.

    Here is where the problem comes: the pylon objective appears, but is not completed by the construction of the pylon. The indicator box (I couldn't find that actor, so I chose "Helper Arrow") does not appear (it gives me a trigger error). And the other objectives are impossible due to this. I don't have screenshots, unfortunately, since I really don't know which triggers to show you. Instead, here's the map, and I would be beyond grateful if someone could aid me with this.

    • Edit: If you're going to playtest it, make sure you either disable the trigger "Run trigger cheat", or don't type "runnit" into the chat box. This was for before I got the first objective to function.
    Posted in: Triggers
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    posted a message on Objectives - more help! (pics)

    Thank you very much, that solved it.

    Posted in: Triggers
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    posted a message on Objectives - more help! (pics)

    Howdy, I've come into a frustrating problem in the creation of an objective. Before I delve into the question, you should know this is a single-player map.

    So, the map begins. Camera (cinema mode, zoomed slightly) fades in, and 3 Probes, one after another, teleport in onto a point, and move to another point as they warp in. The camera now zooms back to its regular distance. Along with the Probes, you have a Nexus with mineral fields at your disposal. In the expected top - left of the screen, a primary objective is created that says "Construct additional probes (0/5)".

    I've got it all under control up to this point. However, the objective's "(0/5)" counter does not update with each probe constructed, and it is not marked as completed when 5 probes are constructed.

    What am I doing wrong? I'm confusing myself more every time I try to fix it myself.

    Here are the objective triggers (images) and the map. The "Objective creation probes" trigger is run by one of the other triggers.

    Posted in: Triggers
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    posted a message on Help and ideas needed !

    Also, in the data editor I'd go to the water tab, find the water in your map (Arkuna) and add Bel Shir shorelines to the cliff and beach shoreline options (be sure to use the correct shoreline for cliff / beach, i.e Bel Shir beach shoreline goes to the beach shoreline). That's what gets you the 'waves' where the water meets the land.

    Note that the waves don't auto update around the terrain, so if you re-shape the islands, make sure to refresh the terraign objects via Terrain Editor - Add Water - Edit Water - Refresh Terrain Objects.

    Attached image is edited so as to more clearly display the 'waves'.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #137: The Elevation of Hills

    Yikes, this sounds tough. Might give it a go, but I may wait to see what other people come up with before I do.

    Posted in: Terrain
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    posted a message on Help and ideas needed !

    Ok, here are some updated pics for you.

    Posted in: Terrain
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    posted a message on Help and ideas needed !

    Nope - lighting is the same. only thing that may make you think that is I changed the texture under the water. Thanks for the tips! What you need to remember is that the map is using some heavy speculars, so you need to be careful with bright textures like sand so as not to over saturate them.

    Posted in: Terrain
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