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    posted a message on Build & Controllable Monorail Train

    I started to work on a monorail train engine and I ran into some movement issues and luckily there is already a solution for this so here is the link to the fix for this movement issue http://www.sc2mapster.com/forums/development/data/34990-solved-help-with-the-site-operations-actor/

    @ImperialGood: GoThanks for the suggestion but No I haven't. I've been thinking about using triggers here and there, (with certain stuff like main switch control station that is able to control several rail switches through out the map by the use of a single command card) Tho, I believe using unit height modification triggers would cause problems in where units will not move underneath the rails on a over pass.

    Posted in: Data
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    posted a message on Build & Controllable Monorail Train

    What I'm trying to work towards is maybe to incorporate the use of doodads also as element in the monorail train system specifically for the use of rail switches, Doing this will make it possible to build a vast array of rail switches. Instead of having to click over and over to get that right track piece Like in the puzzle train game. This will be done completely through the galaxy map editor with out any sophisticated custom model design. This way will make it so that there can be a vast number of possible track switch variations and also be flexible with the terrain in certain situations. The basic set of track element will be able to connect together to form bigger and complex structures just like how a train system should be. Here is three pictures for you to see what I mean below.

    Posted in: Data
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    posted a message on Build & Controllable Monorail Train

    Thanks, I've got something in the works, I have yet to get the marines to say on top of the monorail track yet, but I figure out how to build a make shift ramp that can go up cliffs sides, :) This one is wide enough for one straight line of marine to go through. The idea here is to create the footprint path small enough for certain units to traverse the path like the Train Engine. But right now the marines can walk right up the cliff like if there was some steps that only marines can walk up. I know that it is said to be impossible but I'm starting to believe in that there could be a way to make units be able to walk underneath bridges and over them at the same time... This is what I'm thinking about, having the footprint that connect with the cliff and upper terrain and when units that access this path on the upper terrain they stay in the upper terrain pathway and the unit on the lower terrain are able to walk underneath this pathway because the upper terrain footprint is not dominate one on the lower terrain.

    Rail cliff boost

    Posted in: Data
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    posted a message on Build & Controllable Monorail Train

    I'm working on a train system and there is lot of things behind it that makes questions rise up if this workable or not.

    http://www.sc2mapster.com/forums/resources/project-workplace/2787-train-system-monorail-movement/

    I found an old thread on train movement (link above) but the train moves automatically and is made for a puzzle game. Not the style of train system I need. I need one that can be moved on command and also that can patrol back and fourth on the the track. Also it must be build-able at the train station because this train is a Mobile Missile Defense Turret that is on rails. Train Here is a picture of what I'm working on. Where the train is at in the pic, that is where I want to build the train at no where else. One problem I notice is the cliff drop. The way I imagine the example train worked, I imagine that if the train is flying above the tracks to give appearance that it is riding on the tracks and if this the case then the cliff drop will affect it. Is this the case?

    Posted in: Data
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    posted a message on Wiki and Documentation focus

    That sounds great that blizzard is going to make a official document for the map editor. Hope it is easy to follow. My novice transition over from editing in SC1 to SC2 was a major hurdler for me. I didn't know where to start. So I deiced to start and learn the basic stuff like map design, simple trigger editing, and simple data editing. SC2mapster has with out doubt help me improved my maping skills along with going in to the campaign and seeing how thing were done over there as well.

    Quote from DrSuperEvil: Go

    Trigger editor wiki is mostly just a a dump of the types not what they do.

    My thoughts are the same, Trigger wiki needs examples to show what they do and how they can function with other triggers, not every trigger might function as per how you might think it would. The wiki should be something that someone as inexperienced as me can go over there and take their trigger editing to the next level and learn how to make a desired trigger that works in a desired way. For me the focus is on the Ai and how it interacts in the game. Usually through the tutorials are the way to demonstrate the function of the Ai, but this demonstration of the Ai in the wiki is lacking and incoherent. It would be interesting to see a basic picture of a simple structural trigger setup on how to make this and that work. There is tons of stuff behind learning on how to command the Ai around in trigger, this should be a simple skill everyone should be able to learn and do.

    Posted in: Wiki Discussion
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    posted a message on Pylon Texture refusing to swap

    It has been awhile since I did some texture swaps but If I recall correctly the only way I ever got the pylon to swap texture was by the Dark Protoss upgrade. Link to Post Here

    Posted in: Data
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    posted a message on Apparently the Mozared thread!

    I choose you Mozachu!

    Posted in: Off-Topic
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    posted a message on [Validators] Stop after resource drop off

    Is it possible with validators to make the mule drop off it resources and then come to a stop at the drop off point after its time has expired.

    Posted in: Data
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    posted a message on Does anyone else miss the old school RPG's?

    I've a small list. I've played tons of RPG of all kinds, I even consider Starcraft a from of RPG. The best RPG out there is Pokemon hands down.

    Not many RPG out there posses certain skills in-order to play like Earthbound does, this an RTSRPG. Earthbound is way ahead of it time in regards of RPGs. Earthbounds battle engine was a hybrid of Turn Base and Real Time Fighting. The game rewarded the player for making fast decisions. You could take several Fatal hits in earthbound and still live with 1HP but that is only if you able to beat the monster before your HP hits ZERO. If you ever played mother 3 you will see that the game has a rhythmic battle system and you got to play with the music in order to fight effectively.

    Chrono Trigger is another amazing RPG, Level grinding in that game is actually enjoyable.

    My favorite RPG is Star Ocean. That game is truly a master piece for an RPG but if you stop playing it for some amount of time you will have to relearn tons of stuff to play it because that games battle system requires a high degree of accuracy with every action cause you control the character inside the battle. Kinda of like WoW but better because you can switch control over to other characters and you can also set the battle stratagem of the friendly computers.

    Another RPG that is amazing is Super Robot Taisen. That was a well rounded game tho there was no from of level grinding here. It was entirely straight shot through and require the utmost attention on the allocation of equipment and money for your fleet in order to beat it.

    Posted in: Off-Topic
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    posted a message on Wiki Unit Merger
    Quote from DrSuperEvil: Go

    Which tab, I cannot see which you mean.

    It was the Object types tab seen here http://wiki.sc2mapster.com/Data/Units#Unit:_Object_Types_.28Classes.29 I figure it out later by looking at other examples.

    Quote from DrSuperEvil: Go

    Under the Editor: Editor Categories field just mention them as a list since those classifications are only used my the map maker and the Unit Compare Field type validator.

    Ok. That makes sense.

    Posted in: Wiki Discussion
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    posted a message on Wiki copy over

    Recently I've been going through and fixing all the bad links in the trigger wiki and I just found the Same Unit Link Problem that I bought up in the topic post, can be also be seen an in the Trigger Template page http://wiki.sc2mapster.com/Triggers/Trigger_Page_Template

    The template page is a great example for this kind of common link error to happen. Now I am not speaking out on fixing the template page, My views are quite the opposite. My thought is that it would be great for the template page to go over both the DOs and DONTs for Wiki Page entries.

    Posted in: Wiki Discussion
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    posted a message on Wiki copy over

    Hi everyone, I have been updating the new wiki and copying over the information from the old wiki to the new mostly the trigger information and some things have came to my attention.

    For Example The Units links in this wiki page appears like this (Triggers/types/unit) and that leads you to a empty page, http://wiki.sc2mapster.com/Triggers/attach-actor-to-unit But if the Units link appeared like this (Triggers/Types/unit) then you would go to the right page.

    With the old wiki all the links are in typed out in lower case while the new wiki links most of them has a capital letter and this difference between them make the precision to copy over the old wiki information to the new one.

    So what If the new wiki links matched up with the old wiki links then it would be a clean straight shot over the new wiki and you would't have to implement a new set of wiki links. Is this possible to do with the wiki.

    Posted in: Wiki Discussion
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    posted a message on Wiki Unit Merger

    Hi everyone, Today I've been in the process of merging the Old Units Wiki Page with the New Units Wiki Page. So if you see anything that is obsolete now you know how it got there.

    I also have some questions. My first one is about this tab in the units data field that says (None) should that also go in the unit wiki or can that be left out. Also there are 12 object types that units can be, How would you go about presenting the information on the wiki about this fact.

    Posted in: Wiki Discussion
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    posted a message on Wiki Request - AI Boss Battle

    Hi, I'm also learning about the AI and attack waves. I got the basic Idea on how to spawn the attack wave and making them attack but the AI is not that smart at attacking there and you will run into unit control issues prime example is broodlings. I'm now starting to understand how to make the AI build the attack waves from the production facilities through the Trigger AI. As for the AI editor, I've no good example about how that functions and connects with the trigger editor so my understanding on that is none. I run into tons of little problems here and there with the AI for instance, how to you get the Campaign AI to send workers in the vespene geyser after it is one is built, or why does the Campaign AI stop building SCVs after the command center is upgraded to a orbital command or planetary fortress.

    Here is some stuff to add to the List: 1) How to make a Difficulty Settings for Boss Battle 2) How to make the AI carry out the Race Specific abilities, Example Protoss Warpins, Terran's SCV Mass Construction, and Zergs burrow.

    Posted in: Wiki Discussion
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    posted a message on [Trigger/AI] Making your own SkyNet

    Thanks for the tutorial, I knew practically nothing about how to use the trigger AI before reading this. Now I have a great idea on how to make the AI computer opponent to setup the defense locations at their base. Tho, I cant seem to figure out how to get the barracks to build the add-on's after their built with the activate bullies in region trigger. Ok, the Factory finally built the Tech lab, It took the factory some time to build the tech lab add-on but the factory manage to do it. :) Sometimes the SCVs go out and build on command but other times they just don't stop gathering minerals. I gave them plenty to start off with but this is beyond me.

    Posted in: Tutorials
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