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    posted a message on Major map issues...

    It sounds like you simply have too many units, and I don't think you'll be able to just add more units in a game like SC2. Showing the units graphically, as well as complex computations like pathfinding take a lot of computer resources. One option would be to find a different game which supports larger armies.

     

    An alternative option would be to do some sort of work around such as "banking" units. By this I mean you would have some sort of numeric representation of your units, but not actually have them on the field. Say you have 1000 zerglings, but only 100 are actually on the field. When one zergling on the field dies, a zergling is automatically spawned, and you deduct 1 from the bank.

    Posted in: Data
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    posted a message on Map looks too bright

    I would try adjusting the lighting settings. This night/day tutorial should give you the basics on where that stuff is located and how to adjust it.

     

    https://www.sc2mapster.com/forums/resources/tutorials/179783-video-data-lighting-day-and-night-data-system

    Posted in: Terrain
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    posted a message on Cutscene editor - Display actual terrain

    I don't know a ton about the cinematic editor so what I'm about to mention might be the old school way of doing things...

     

     

    A lot of user made cutscenes will use purely the trigger editor (not cut scene editor). There's lots of camera functions like pan camera, fade in/out, enable cinematic mode, etc. Since these use the regular camera, they will include all terrain.

    Posted in: Cinematic Creation
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    posted a message on [Banks] Upgrading units between maps

    Click on the wiki link up above, then choose tutorials. There are several on banks. They are old, but banks have barely changed. Pretty easy to set up too.

    Posted in: Miscellaneous Development
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    posted a message on Linking maps, campaign style

    You can do it offline. Check out any map project that includes a campaign launcher to see how it is done. For persistent upgrades between maps, look at tutorials on banks. They are text files that can be saved to the player's computer.

    Posted in: Triggers
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    posted a message on Behavior and Persistent Effect Help

    You can give the weapon more than one persistent effect which is contained within a switch effect. Switch effects let you decide which effect to run based on validators (for instance if the unit has X behavior). The behavior can then be applied or removed in triggers. You'd have to make a persistent effect, validator, and behavior for every period count you want though. I don't think there is a way you could simply increase the period to any number you wanted without setting them up.

    Posted in: Data
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    posted a message on Changing Ownership on Spawn

    I would probably go the trigger route. I would loop through the players and compare the distance between two points. Whichever is shortest is the player I would assign ownership to. The two points would be position of unit (the debris tower) and starting location of player.

    Posted in: Data
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    posted a message on units fire from the ground

    It might help to include some pictures or a video of your unit and actor data.

     

    In the past I've had some issues where an attachment field was looking for a specific unit type to base it's position off of, which was the old unit. I think it was either Alarak's destruction wave, or the targeting actor for Keegan's dash attack. You might be having a similar issue.

    Posted in: Data
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    posted a message on units fire from the ground

    It might help to include some pictures or a video of your unit and actor data.

     

    In the past I've had some issues where an attachment field was looking for a specific unit type to base it's position off of, which was the old unit. I think it was either Alarak's destruction wave, or the targeting actor for Keegan's dash attack. You might be having a similar issue.

    Posted in: Data
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    posted a message on How would I make a photon cannon be able to move like a unit

    Off the top of my head... You'd need two things. Give it a move command, and a speed/acceleration.

    Posted in: General Chat
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    posted a message on Imposter's Bitsy Mod - Twitch Chat Commands for Starcraft 2

    Hey guys, I made a mod SC2 streamers can use. It'll allow chat to have various effects on the game. You can find out more in the link below. 

     

    Testing wise, I haven't been able to test Twitch Subscriber specific stuff, or bits. Additionally I've only tested with myself and my channel, so It'd be good to know if setup goes well for others. Plus the mod should support up to 8 streamers theoretically in the same match :)

     

    https://impostergamestudios.itch.io/bitsy-mod

    Posted in: Map Feedback
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    posted a message on Shields without Maximum Shields? (If that makes sense?)

    I'm not sure if this is what you want... but the Auir Immortal has an ability where it can gain a barrier that absorbes 100 damage. It's like a shield but isn't one, so it doesn't affect existing shields.

    Posted in: Data
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    posted a message on Triggers for making buildings capturable and spawn units on a timer

    Sounds like you're good, but just in case, here's a video tutorial I made on capturing units when their health reaches zero.

     

    https://www.sc2mapster.com/forums/resources/tutorials/241940-data-capturing-units-when-health-hits-zero

    Posted in: Triggers
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    posted a message on Removing a weapon effect

    You should be able to select the effect and hit a little minus button.

    Posted in: Data
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    posted a message on Zeal: Looking for Voice Actors

    I've been getting curious to try a little voice acting. I'm a complete beginner, but let me know if you're interested.

     

    My youtube: https://youtube.com/c/MaskedImposter

    Posted in: Team Recruitment
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