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    posted a message on Make units not clump up!

    Come on! There must be some way to make units not clump up the way they do in SC2!

    Posted in: Data
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    posted a message on Make units not clump up!

    Is there any way to make units NOT clump up the way they do in SC2?

    Posted in: Data
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    posted a message on How do people get Reavers & Dragoons?
    Quote from Mozared: Go

    They are models made by non-blizzard people, mostly. Good old stuff done by people who worked on them. I'm no credit-nazi, but kind of a sad reflection of the state custom art in SC2 is in when people don't even know this anymore.

    Where can they be found? :O

    Posted in: General Chat
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    posted a message on How do people get Reavers & Dragoons?
    Quote from Nebuli2: Go

    @Kabelkorven: Go

    Well, you can effectively get a Dragoon model by removing the turret from an Immortal with the data editor. There are probably some tutorials here on how to do that.

    Can a nice blue attack be added?!

    Posted in: General Chat
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    posted a message on How to make a upgrade for Spider Mines?
    Quote from Kabelkorven: Go

    I have added an upgrade called Spider Mines to the Tech lab. But the Vulture can cast Spider mines no matther if the upgrade is researched or not. When I find Spider Mine ability Execute, I try to add a requirement from the list. My custom upgrade can not be used as an alternative.

    What on earth can be the problem?!

    Quote from zorbotron: Go

    You have to create a requirement from the Requirements tab and use that.

    I have done that to. As a requiremnt in the execute of "deploy spider mine" I use Spider mine. (my upgrade). Must I add "Learn Spider Mine"? That is not in the list at all

    Posted in: General Chat
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    posted a message on How do people get Reavers & Dragoons?

    @cinicraft: Go

    Quote from cinicraft: Go

    @Kabelkorven:

    I'll probably make a tutorial about this soon.

    Please do!

    Posted in: General Chat
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    posted a message on How to make a upgrade for Spider Mines?

    doublepost

    Posted in: General Chat
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    posted a message on How to make a upgrade for Spider Mines?

    I have added an upgrade called Spider Mines to the Tech lab. But the Vulture can cast Spider mines no matther if the upgrade is researched or not. When I find Spider Mine ability Execute, I try to add a requirement from the list. My custom upgrade can not be used as an alternative.

    What on earth can be the problem?!

    Posted in: General Chat
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    posted a message on How to move one unit from one map to another?
    Quote from DrSuperEvil: Go

    Copy and paste in XML viewer? Use the mod in your map?

    How do you mean with the last thing?

    Posted in: Data
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    posted a message on How do people get Reavers & Dragoons?

    Tell me, what is the secret?

    A lot of people seem to be using Dragoons and Reavers in their maps. Where do they find the models? How can they get it to work?

    How can I get that to work in my map? O_o

    Posted in: General Chat
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    posted a message on How to move one unit from one map to another?

    In the Mod Starcraft 2 Broodwar they have Dragoons and Reavers. I have spoken to the creater of the mod and he says it is okey if I use some units from it. I am kinda new to the editor and now I will encounter the biggest task so far. I will try to add the Dragoon and Reaver to my map. I have to do it the hard way, learn everything and get it to work.

    Any guidelines or advices I shall listen to so I work in the right direction?

    Posted in: Data
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    posted a message on How to change what units a larva make?
    Quote from Terhonator: Go

    Before you start to data edit command cards I recommend you to try "Disallow" trigger. It can be used to restrict what units and structures each player can build.

    Example trigger:

    Restricted technology (Player 1)
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Tech Tree - Disallow Fusion Core for player 1
            Tech Tree - Disallow Banshee for player 1
            Tech Tree - Disallow Battlecruiser for player 1
            Tech Tree - Disallow Raven for player 1
            Tech Tree - Disallow Hercules for player 1
            Tech Tree - Disallow Science Vessel for player 1
            Tech Tree - Disallow Thor for player 1
            Tech Tree - Disallow Merc - Jackson's Revenge (Merc Battlecruiser) for player 1
            Tech Tree - Disallow Merc - Dusk Wings (Merc Banshee) for player 1
    

    Thanks.

    Since I am used to the WC3 editor, is their no way to just disable an option like this: "Morph into - Drone, Overlord, Zergling, Roach" and simply remove roach from the list of data?

    Posted in: Data
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    posted a message on How to change what units a larva make?

    SC2 editor is driving me insane!

    I just want to change what units can be morphed from a larvae.

    For example, I want to remove the Roach. It can not be built at all in the game. How can I do this? -_-

    Posted in: Data
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    posted a message on Sc2: Twilight

    This is a project by me and k10forgotten, where we try to create a new game based on Brood War and Starcraft 2. Both BW and SC2 have great, creative and useful units in the races and we are curious to see how a combination of the units from both games will work out. The races will simply become a mixture of units from BW and SC2, and the game will be played just like a melee map.

    I will describe a brief overview of how the races will be at the first stage of the map. When people play the map, the balance will be changed. I will not write down the stats and all details for all units here, since that will take a lot of space. I only mention the major changes in this post.

    Protoss

    The most important change in the Protoss race is the choise between Gateways and Warpgates. Gateways provides the player with stronger and more powerful units, while the Warpgates produces more mobile units. This will give Protoss more ways to use their production buildings, then in the current state of SC2, where there is no reason to NOT get Warpgates!

    Gateway - Zealots, Dragoons and High Templars. (Dragoons are strong, tough and powerful.)

    Warpgates - Zealots, Stalkers and Dark Templars. (Stalkers are weaker then Dragoons, but they are faster, have Blink and can be warped in!)

    Robotics Facility - Observer, Warp Prism and Reaver! (Reaver is such a creative unit. It rewards players with good micro. It can be used to harass, to defend important location, you can use it as a support unit in a fight and so on. Compare it to the scrapped Colossus which only can be used together with your army.) Stargate - Phoenix, Void Ray and Carrier. (Phoenix have a splash attack which makes them more useful vs air. Carriers have been reworked to function more like Carriers in BW.)

    Notes: Chrono Boost still exist. Archons can be morphed from both DT and HT.

    -------------------------------------------

    Terran

    Barrack - Marines, Maraduers and Ghosts. (The stats of the Maradeur will be changed. Ghost have no EMP. Only cloak, nuke and lockdown.)

    Factory - Vultures, Siege Tanks and Goliaths! (Vultures have spider mines upgrade!)

    Starport - Viking, Medivac, Banshee, Science vessel and Battle cruiser. (Viking have a splash attack vs air. Science vessel have three spells: Point defence drone, EMP and Irradiate.)

    Orbital Command - Mule, Scan and extra supply.

    ---------------------

    Zerg

    Zerglings, Banelings and Hydralisks can be produced at hatchery-tech. (Hydralisks will have changed stats!)

    Lair tech

    Spire - Mutalisks and Scourge!

    Lurker den - Enables Hydras to morph into Lurkers!

    Infestor Pit - Infestors. (They have 3 spells: Fungal Growth that deals dmg and slowsspeed, Infested Terrans and Dark Swarm!)

    Hive tech

    Ultralisks

    Brood Lords and Corruptors. They are morphed from Mutalisks. Corruptors are strong anti air units.

    Note: Queens remain with Inject and creep tumor.

    ----------------------------------------

    This is a brief overview of the races. Most of the stats, upgrades and so on are already thought out. The goal right now is to get the map playable! Whe people start playing it, balance can be sorted out. This map is fairly simpel, since all units are already in the game. A lot of the work has already been done.

    However, we are looking for people who are interested in helping us to get this map playable!

    Things we need help with:

    - Get a dark swarm spell to work!

    - Add the Reaver to the game!

    - Get lockdown for Ghosts to work!

    - Make a missile attack for Immortals (so they work as Dragoons) OR add a Dragoon model to the game.

    Anyone interested to help us with the map?

    Posted in: Team Recruitment
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    posted a message on Melee map with a small change to the races!

    Hi.

    I wonder if someone can help me modify an existing melee map, for example Metalopolis. I need help to make a couple of small changes to the races:

    Terran

    - Add spider mine to a Reaper, as an upgrade. (They can do less damage then in BW.)

    Zerg

    - Remove Roaches - Remove Banelings - Make Hydras Tier 1 and make them a bit faster. - Add lurkers as Tier 2.

    That is all. If someone feels like making these changes in any 2v2 melee map, I would be really greatful!

    Perhaps upload the map here or PM it to me or something.

    Anyone willing to do this? :)

    Posted in: Melee Development
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