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@Wardonis:
When you duplicate a marine, or any unit, you will always have to check both the unit itself, and it's Actor. If you do not do this, the unit will not show up. You may want to check other boxes, but you'll have to check how they are referenced to the marine as they may just be part of the marine's weapon, for example, in which case you wouldn't need to duplicate it (unless you wanted to make a full copy of the weapon). Long story short, you absolutely must duplicate both the Actor and the Unit. There's more. Depending on the unit, the model references for the actor may be a sort of variable, in which case you won't see anything show up (because the editor thinks you are looking for model NewMarine instead of the Marine model). To fix this, name your unit and it's actor something with Marine in it, or add a prefix/suffix with Marine in it. Then open up the Actor tab and search for Marine, then copy-paste the sounds/models from the Marine to the New Marine. Do not copy-paste the Events stuff, as that will (probably) break your new unit. I think I covered the basics. If you don't understand anything I said above, reply and I'll see if I can help. |
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Edited by SiNiquity on 11/21/10 11:23 AM (PST)
Forum bug (off by one): Page enumeration on the forum table for this thread stops at 26.
1, 2, 3, 4, ... 26 (when clearly we're on page 27). Let's see if it gets up to 27 with this post included.. Edit: Nope, but for some reason the main page insists there are 518 replies, and this is post 522. :\
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Well I loved doing map works in Warcraft III but when I tried Starcraft II it's kinda xomplex for me. Blizzard has previously said that they won't be making it less complicated, although that could change. For now, you'll have to wait until someone releases a thirt party better/simpler map editor.
You can use MapCraft to play maps that aren't on Battle.Net 2.0 with your friends, although they all have to run it. As for map limit, that's correct, although you can remove previously uploaded maps to replace with new ones. oh and another question: I bought that strategy book that covers the entire campaign in Starcraft 2 Wings of Liberty, along with a LOT of useful tips and strategies for the multiplayer game. it also covers a few maps, a map gallery, but absolutely nothing about the map editor, saying that "A detailed guide to the Starcraft 2 editor would be, litterally, another book entirely." so I wondered, is there already such a book on store shelves? BY ALL MEANS if you come across one, tell me where and how I can get it! thanks. There isn't any that I know of, but there are several sites around, such as www.staredit.net, www.hiveworkshop.com, www.udmod.com, www.sc2mod.com, www.thehelper.net, and (soon) www.galaxywiki.net. GalaxyWiki.Net is going to be essentially what you want, with a starter guide and heaps of articles and tutorials about SCII mapping, and it should be released to the public in a couple of days. |
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Edited by Moogle on 11/17/10 10:59 AM (PST)
I want to push a ground unit over a cliff.
I have created a projectile system to do this. It updates the units position every 0.07 seconds (by the way, fix the timer issues please, 0.07 just isn't smooth enough of an interval, 0.04 would be great), and it works great, etc, etc. The problem is, ground units cannot or will not go up or down cliffs. Anyways, I can't find any function that lets me tell a unit to ignore collision. Warcraft 3 had a nice function I could call to do that. What would I do in Starcraft 2? I want the units to have collision NORMALLY, but not when they are being moved by my system. |
this is off the top of my head and theres a good chance this won't work,but try this: 1.go to the construction ability and go to the flags for what it can be used on. 2.put a check on the "ally" flag. this should work if i'm thinking right. |
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how do i erase something other then just using undo ??
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Hello map makers!
I am reeeeeally new to this kinda thing, but I am having SO much fun running into problems and trying to problem solve on my own... However! I have a few questions. 1. Is there a really good resource for me other than using the search box at the top of the site for trouble shooting specific issues? Perhaps some awesome beginner/intermediate tutorial vids? I saw the video series "basic tower defense" on youtube, and that was an amazing tool for me, but it focused mostly on stuff that is only helpful to me in a roundabout way. 2. I made a very basic version of a "dota" style map, haven't gotten into making custom units yet, but one thing I noticed needs to be fixed is the fact that every time my allied NPCs engage the enemy NPCs I am alerted that "our allies are under attack". How can I make this go away entirely? 3. Any starter tutorials for making custom units? My few attempts so far have been rather disastrous... I was able to change the damage for archons for example, but one of my attempts to make a copy resulted in an odd looking ball instead of an archon... lol... 4. What exactly is an "actor"? Kind of just confused as to what that is exactly. Thanks in advance for readin! Hope I can get at least some partial responses. |
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hey im having a problem with actor animations. i have a animation on a stalker. when a ability starts it shows up but it doesn't go away when its done, it lasts 20 seconds and im using a "set effect" to hold the 2 effects/behaviors together help!!!
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Ok, I have been working on a certain map for a while now, but I wanted to make it 2 player, rather than 1 player vs hostiles. Player 2 has a large force to begin with, but player 1 spawns them without resources, and instead uses energy to create them. I want this to be an attack vs defense type map, but I am running into troubles. I am attempting to prevent the second player from sending his entire force to camp at the first player's spawning point, but I cannot figure out how. I was wondering what the best way to go about doing this would be. I have had a few ideas, but I am not familiar enough with the editor to complete them. Here are a few:
Setting camera bounds for ONLY the second player. Creating a zone that prevented exit for player 2. Creating a large one-way wall to prevent any backtracking or movement through it. (These all have to prevent all unit types from crossing, but only for player 2.) If you can figure this out, I would be very grateful, but if you cannot, it's not too bad. I will just leave it as player vs hostile. :) |
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Edited by MavercK on 11/24/10 1:02 AM (PST)
Im currently creating a remake of sc1 seen here http://us.battle.net/sc2/en/forum/topic/801651596?page=1
question 1 are you going to implement a way for damage to be dealt to shields AND hp differently? for example in sc1 shields took full damage from explosive/concussive attacks. If the attack did more damage than the unit had shields. only the remaining damage after the shields would be scaled back. could this ever be implemented? question 2 will you ever add a simple way to limit movement directions? right now units can move in full 360 degrees. would it be possible to limit units to moving on specific axis'? question 3 will it ever be possible to modify the pathfinding algorithm you are using. although your current pathfinding is quite good there are still some issues with it that are hindering my mod. question 4 will you ever implement more things that Catalog Field Value Set can change? im looking forward to being able to change Flags on Abilities in particular. ty for your time. |
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Ive been having trouble with copying one unit with special abilities and pasting the unit to a different map. How do I make it so that the copied unit (in this case a ghost) is the unit produced out of the barracks instead of the regular ghost.
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Ive been having trouble with copying one unit with special abilities and pasting the unit to a different map. How do I make it so that the copied unit (in this case a ghost) is the unit produced out of the barracks instead of the regular ghost. Go to the barracks in your data editor, and add a train ability to it. Choose the Train target as the custom unit, or just change the ghost training ability on the barracks to your custom unit. IIRC. |
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Complex question for advanced map makers!
Or at least it is considered advanced in my case lol. So here it is: I made a hero who has an ability very similar to "Scanner sweep", only the sight radius and time area is revealed have been reduced. I also gave this hero an ability very similar to "Snipe". Both of these work just as I intended them to. But here is what I want to have happen, and I have no idea how to start going about it. I want to make it so that any unit inside of the revealed area from the "Scanner sweep" ability (even if we can already see that from other units' sight ranges) are able to be sniped from where my hero is no matter where both units are on the map. Even more advanced, at least in my opinion, I want to make it so that this ability can NOT be used in certain regions by our hero. (For example the hero can use the scanner sweep ability in this region, but the change in range to the snipe ability does NOT happen, or the units revealed in such a manner are NOT targetable by the "Snipe" ability.) |
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Edited by Xapti on 11/26/10 5:58 PM (PST)
I was wondering if Blizzard was planning on releasing comprehensive information regarding movers (in particular projectile movers), since even the few people that seem to know the most about movers still do not understand how all the features work. It's also confusing for a person to understand what features apply to which settings.
Secondly, this is an open question to either Blizzard or any other users: Is there any way to make a projectile track/move-towards a target based off the targets velocity (where they are going as opposed to were they are)? As far as I could tell with the options for a mover, I could not see any setting that seemed to do that. The only real option that seemed close was "tracking" but when I changed values for it, I did not notice a difference (this is one of the things I would like to be explained). Tassadar, to answer your question, I think if this is possible (pretty sure it is), adding a custom flag/property to units when they are scanned should be done, then making that flag/property a requirement for using the snipe effect. Obviously that flag would not be apply-able in certain areas. (have a trigger automatically remove it would be easiest) To make snipe usable also short range (without using scan), it might work by default (depending on if the requirements interaction is AND or OR), or I don't know how (aside from automatically adding that flag to all units that come into range of the hero) |
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What is a good way of creating a hero glow such as the ones Warcraft 3 had? I have seen the use of attaching omni lights to unit models, but lights do not show up on low/medium graphics, and so I was wondering if there is a better/different way to do this.
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Edited by Kismet on 12/2/10 3:05 PM (PST)
How do you give a unit a jump ability using the Data Editor? The easy part is using the Actor data to make it look like it's jumping. But where do you find the properties or effects that make the unit be able to move over doodads and units temporarily?
-- Edit: I figured it out. Just use the teleport effect and add special effects in the Actor. |
















