1. SC2 isn't that big of a game, there are about 10,000 players online on the NA server, though that varies based on the time of day and day of the week.
2. SC2 removed the firebat and medic. That's not in the game anymore. If you're talking about custom arcades, that depends on what the mod creator added. The firebat and medic are still used in the campaign so they still exist in the editor and are used by lots of arcades.
3. You can only make two units at a time in a barracks, factory, or starport attached to a reactor. Again, if you are talking about custom arcades, then whether you can build multiple units at a time is up to the mod creator.
I can't really answer your questions. If you are talking about the melee game (that is the "Versus" game mode or "Custom" game on a map made by Blizzard with no mods) then that is really weird behaviour and something is wrong.
Also, don't put random links in the middle of your posts.
Do you mean a Wikipedia page for StarCraft 2? There already is one. Plus, Wikipedia isn't a good source for any video game-related information, nor would it be somewhere people look for games to purchase/play.
This forum is more for sc2 developers and mod makers but: 1. Supply is a resource used in the game. You build certain buildings (in melee it's the supply depot/pylon/overlord as well as the town halls) to increase it. All units in the melee game require supply to build. When a unit dies the supply is refunded. You can have up to 200 supplies (including supply used by your units and available supply).
2. Gas timing depends on your build order. There are lots and lots of build orders. Some are good vs specific matchups or on some maps or game modes (1v1, teams, archon, etc.). Other build orders are more general-purpose and work decently for any map. In the lower leagues, early/double gas probably means a late-game build OR a gas-heavy unit based rush (such as reapers if you see many barracks, banelings if you see a baneling nest, or void rays if you see a stargate). In higher leagues, it depends a lot more on smaller details such as # of workers and the amount of gas actually mined. Also, you posted a link to a local IP address. No one on the rest of the internet can access that.
I have a hero unit with an inventory container and an inventory ability. I don't want to use triggers to solve the problem, since the way I did it sometimes works and sometimes doesn't.
Fixed this problem a while ago by resetting (aka deleting everything) the default hotkeys file located in %Homepath%\Documents\StarCraft II\Hotkeys\0_Default.SC2Hotkeys
I fixed it by manually checking that there are no overlapping buttons and making sure that no incorrect requirements from other dependencies were messing up the unit.
Additionally, do you know of a good way to edit the hotkeys for your buttons?
I'm having problems assigning hotkeys for my units. For example, the Attack and Cancel buttons conflict, even though I have attack set as 'A' and cancel set as 'Escape'. Also, some of my units can only have one button that's hotkeyed. I don't know why this is happening, please help as I can't play without hotkeys!
Note: This is with my custom mod not the normal game!
I checked that the units have a kill experience, I'm using the default "Test Hero" unit. Is that broken or something? But when I try to make a veterancy it doesn't work either. I've tried changing veterancy flags, though nothing works.
What's the Mengsk dependency? I couldn't find it in the dependencies. There's only the different Liberty, Swarm, and Void ones, as well as Nova Covert Ops, Warcraft III Art Pack, and StarCoop.
For some reason, I can't find the Earthsplitter Ordnance unit, only an "AC Gluescreen Dummy" which doesn't actually do anything. Along with many other units are hidden for some reason. I can actually build the unit with a Mengsk SCV though.
I'm trying to make an ability that spawns a tumor in a random radius around the caster. Should I create units around the caster and pick one at random or something else?
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1. SC2 isn't that big of a game, there are about 10,000 players online on the NA server, though that varies based on the time of day and day of the week.
2. SC2 removed the firebat and medic. That's not in the game anymore. If you're talking about custom arcades, that depends on what the mod creator added. The firebat and medic are still used in the campaign so they still exist in the editor and are used by lots of arcades.
3. You can only make two units at a time in a barracks, factory, or starport attached to a reactor. Again, if you are talking about custom arcades, then whether you can build multiple units at a time is up to the mod creator.
I can't really answer your questions. If you are talking about the melee game (that is the "Versus" game mode or "Custom" game on a map made by Blizzard with no mods) then that is really weird behaviour and something is wrong.
Also, don't put random links in the middle of your posts.
0
Do you mean a Wikipedia page for StarCraft 2? There already is one. Plus, Wikipedia isn't a good source for any video game-related information, nor would it be somewhere people look for games to purchase/play.
0
This forum is more for sc2 developers and mod makers but:
1. Supply is a resource used in the game. You build certain buildings (in melee it's the supply depot/pylon/overlord as well as the town halls) to increase it. All units in the melee game require supply to build. When a unit dies the supply is refunded. You can have up to 200 supplies (including supply used by your units and available supply).
2. Gas timing depends on your build order. There are lots and lots of build orders. Some are good vs specific matchups or on some maps or game modes (1v1, teams, archon, etc.). Other build orders are more general-purpose and work decently for any map. In the lower leagues, early/double gas probably means a late-game build OR a gas-heavy unit based rush (such as reapers if you see many barracks, banelings if you see a baneling nest, or void rays if you see a stargate). In higher leagues, it depends a lot more on smaller details such as # of workers and the amount of gas actually mined. Also, you posted a link to a local IP address. No one on the rest of the internet can access that.
0
What is this post, how does it relate to sc2, and what are those links?
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I have a hero unit with an inventory container and an inventory ability. I don't want to use triggers to solve the problem, since the way I did it sometimes works and sometimes doesn't.
0
Fixed this problem a while ago by resetting (aka deleting everything) the default hotkeys file located in %Homepath%\Documents\StarCraft II\Hotkeys\0_Default.SC2Hotkeys
0
Thanks,
I fixed it by manually checking that there are no overlapping buttons and making sure that no incorrect requirements from other dependencies were messing up the unit.
Additionally, do you know of a good way to edit the hotkeys for your buttons?
0
Why do the buttons change? Like the forge disappears, the shield battery is duplicated and the khaydarin monolith disappears? Look in attachments below. The hotkeys also have problems which I also made a post about: https://www.sc2mapster.com/forums/development/data/246758-hotkey-problems
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I'm having problems assigning hotkeys for my units. For example, the Attack and Cancel buttons conflict, even though I have attack set as 'A' and cancel set as 'Escape'. Also, some of my units can only have one button that's hotkeyed. I don't know why this is happening, please help as I can't play without hotkeys!
Note: This is with my custom mod not the normal game!
0
I checked that the units have a kill experience, I'm using the default "Test Hero" unit. Is that broken or something? But when I try to make a veterancy it doesn't work either. I've tried changing veterancy flags, though nothing works.
0
Oh nevermind, I found it. It's a "other" dependency it's not a standard one. Though why could I see it in game though?
0
What's the Mengsk dependency? I couldn't find it in the dependencies. There's only the different Liberty, Swarm, and Void ones, as well as Nova Covert Ops, Warcraft III Art Pack, and StarCoop.
0
For some reason, I can't find the Earthsplitter Ordnance unit, only an "AC Gluescreen Dummy" which doesn't actually do anything. Along with many other units are hidden for some reason. I can actually build the unit with a Mengsk SCV though.
0
Hi :)
I'm trying to make an ability that spawns a tumor in a random radius around the caster. Should I create units around the caster and pick one at random or something else?