Editor Discussion

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1h Beginner Map-Making Tutorial Videos Hi, DeltronLive has made Video Tutorials of the mapmaking tutorials Blizzard created in 2011. Deltron's videos uses the current version of the editor. Quote from Deltron: I made a video series to complement these written tutorials using the most current patch of the editor (as of this post). You can check it out here (Beginner Map Making Tutorial Video Playlist: https://www.youtube.com/playlist?list=PLlC8YfRpYfL1I2S6uUAHY8b_1GBaamF8A). I cover the Terrain, Triggers, and Data modules. Please like and this would be good to stickYClover14 1h
Dec 1, 2017 Update Regarding Bank Saves Hello StarCraft II Map Making Community, As most of you may know, there were some recent issues related to Bank Saves that exposed some issues with the system. In light of this, we've made some improvements we'd like to share: Added BankBackup and BankRestore native trigger functions: BankBackup can be used in the MeleeInit, or Generic event - This will create a new bank backup file each time BankBackup is called in a backup directory within your bank directory. It is still recommended to save your banks as you usually would using the native trigger BankSave. Added back in the deprecated trigger loops • IntLoopCurrentDeprecated • PlayerGroupLoopCurrentDeprecated • UnitGroupLoopCurrentDeprecated • ForEachInteger2Deprecated • ForEachIntegerDeprecated • PickEachIntegerDeprecated • ForEachPlayerInGroupDeprecated • PickEachPlayerInGroupDeprecated • PickEachUnitInGroupDeprecated • ForEachUnitInGroupDeprecated • UnitGroupLoopCurrentDeprecated Enabled Scintilla for the custom code editor within Windows. Improved performance to reduce editor load times. Added multiple item searching for the following when search terms are separated by a comma: • Data Editor • UI Editor • Cutscene Editor • Trigger Element selector • Terrain Editor • Text Editor Further improved performance within the Galaxy VM.Odyssues0 Dec 1, 2017
Nov 7, 2017 Mapping Tutorial & Resource Archive MAPPING TUTORIAL & RESOURCE ARCHIVE __________________________________________________________________________________ This thread is a collection of quality tutorials and resources for creating custom content within the StarCraft 2 Galaxy Editor. Unfortunately, I do not have the time to constistently check every single source listed below. I will do my best to update it with information I discover on my own, but the majority of the work lies on you to pass along anything you feel belongs on this list. That includes helping me remove outdated or redundant links. Post theses suggestions/reports below and, after verifying them, I will add/remove/update the link. This thread is NOT for questions. __________________________________________________________________________________ ----- INDEX 1) ASSETS - http://us.battle.net/sc2/en/forum/topic/4217173395?page=1#2 2) TERRAIN - http://us.battle.net/sc2/en/forum/topic/4217173395?page=1#3 3) TRIGGERS (GALAXY SCRIPT) - http://us.battle.net/sc2/en/forum/topic/4217173395?page=1#4 4) DATA (XML CODING) - http://us.battle.net/sc2/en/forum/topic/4217173395?page=1#5 5) MISCELLANEOUS - http://us.battle.net/sc2/en/forum/topic/4217173395?page=1#6 __________________________________________________________________________________ ----- ADDITIONAL INFORMATION You will quickly discover that nearly every link (as of posting this) directs you to SC2Mapster. I happen to "live" at Mapster so I really only know what Mapster has to offer. If you frequent other sites with useful information, don't hesitate to post them! Just keep in mind that I'll check them out before adding the link. If a site contains inappropriate content, I'll shy away from it. Keep your sources work safe :D It is important to understand that I won't add every suggested link just becauses it exists. If I find that two links show very similars ways of creating really big explosions, I'll opt for whichever is clearer/easier to understand. Alternatively, I may keep redundant information if there is a good reason for it. A perfect example being how to achieve a certain task in multiple modelling or graphic design programs. In that case, not everyone uses the same program, so it helps to address all platforms. Regardless, if I choose not to add/remove/update a link per a posted suggestion, I'll explain why. Lastly, if you did not create the linked source, make sure the person who did is okay with you sharing it. I don't want to see models ripped from a private forum thrown in here. I WILL honor the requests of those who wish their work to remain private by removing links. The fastest way to contact me is through Mapster: sc2mapster.com/profiles/ProzaicMuze/ProzaicMuze19 Nov 7, 2017
1d Show armor+weapon info instead of cargo info I have a unit with a weapon and a transport ability. When it picked up a cargo; i want the unit not to show the cargo info, but still show the armor and weapon info instead. I tried messing around with the transport ability (including turning off the Stats: Flags - Show Cargo Size) but none is working. Anyone know how it can be done?ixzyquinn2 1d
2d Setting player colors within the editor I finished my first map a short while ago, a single player campaign, however, the player colors are not those set in the Map > Player Properties panel, and I can't access certain colors such as dark grey (black) within the game variants panel, and I can only chose from the main 8, not the full 16 colors that are available within the player properties panel. Anyone know how to fix this?AlphaSquad7 2d
3d (Solved) Auto Targeting closest Unit Hey Guy's I need help for a Trigger im running out of mind. My wish is that every singel unit attacks the closest unit to itself, i finished this problem once 2017 but lost the mapfile. im not an english man so this is why my english isnt the best :D if you dont understand my problem please take a look at the arcade map Zombie Arena i want to have a trigger like the zombies chase the nearest unit. Or look at YT https://www.youtube.com/watch?v=sZO6WZAWCCA hope i can get some help and thanks for it .Amon1 3d
4d squadron td like -> build phase units ? Hello, I'm creating a squadron TD like and i can't find how to make units having a 2x2 collision in build phase but normal collision in the other phase. I know i can create 2 times each units but i think there is a better way, like by using behaviors but i don't know how.MrRemy1 4d
4d How to make Minerals respawn? I want to make a Command and Conquer Map version of SC2. So you have to build buildings from you Nexus, Hatchery or Command Center. And Keybuildings that normaly unlock Unit types, like Cybernetics Core unlocks Stalkers for warpgates, can be trained there. And every thing seems to work, but i cannot get Mineralz to respawn after a certain time in a chosen location. I just couldn't figured out. I could make that Mineralfields could be "VespineFields" for a Version with vespine gas, but i actually was even planing on dumping the Vespine Gas as a resource. But i simply cannot get them to respawn, neither after a random nor a specific amount of time.PumaTurtle1 4d
6d Changing Unit Property Names? Just wondering, is it possible to change the name of a unit property? Say for instance I want to change the name of 'Energy' to 'Stamina' when its shown on the unit info panel. How would I do this? Thanks in advance for any help.JasonX1 6d
6d Issue with selecting enemy units I am having a problem with a map I am making regarding some custom units I created in the data editor. When I start a test document of the map, I cannot select the AI-controlled units in order to view their properties in the info panel (like weapon, life, armor, shields, etc). Is there some kind of setting in the data editor I missed? I can't seem to find anything related to what I am looking for.JasonX2 6d
Apr 18 Is it possible to change the size of water? Default water is a 8x8 block. Is it possible to make a smaller one? Can't find any thing related to this in data module.MonkeyKing1 Apr 18
Apr 13 Having water staying solid I have made a small map I've created a basic player vs AI. Everything working as it should expect for the water. I've palace the water on the map but it keeps showing me a transparent view. Units can walk right through where I put it. I made a tall line to divide the map and in order to get one place to another both forces has to fly over. I can't seem get a grip on making the transparent solid. I've played with this map editor before and had no problems making it so no units walk through it. I don't remember how I did it. Can anyone help me?Exmortis2 Apr 13
Apr 13 Help Requested: When Player 1 creates a... Intention: When Player 1 creates a Marine, it attack moves to Player 2's start location. Please explain in depth how this is done. Thanks!BlakeConnors1 Apr 13
Apr 8 My custom weapons are showing the wrong stats These weapons are for an arcade game, and both an uploaded test version, and the in-editor test show the same problem. One of the Guns does 5 damage, but it says it does 16. The second gun does 20 damage but the game also says it does 16. the third displays the proper damage(that being 4), but also says it does 9 damage vers. light, but it isn't supposed to have bonus vers anything. Even weirder is; they do the proper amount of damage in game, just the in game UI is messing up.TSAV4 Apr 8
Apr 7 Dependencies Aren't there? When I go to the dependencies only the wings of liberties ones show up. I have all of the games and they used to be there but I reset my computer and now only Wings of liberty show up. Is there anyway to get them back?PatchToss3 Apr 7
Apr 7 What does red events mean in Actor? When I try to modify events in Actor things often turn red for no reason. For example, in defensive matrix model, it sets scales to battlecruiser with X=1.2, Y=1.5, Z=1.0. If I modify the numbers, this event turns red. If I delete this event, every event below it turns red. The modified values don't work in test. Please help thanks!MonkeyKing0 Apr 7
Apr 5 Heroes of the Storm Assers (facial animation) Hello there! I'm quite new in editor and the only I use is the cutscene editor. My current goal is to use HotS assets. I've found some guides, like this one https://docs.google.com/document/d/1PUCkrf_aNicgaOK59EKjgOtgTHj3ZDtVEAjQaAmhsnM/edit?usp=drive And everything works fine. Except facial animation. I can find in HotS archives some .fxa files but I have no idea what to do next. As well there are .fxe files next to audio files for each character's speech. Is it possible to make imported characters talk?Mory1 Apr 5
Apr 4 Duplicating Terran flying structures I got an problem on this issue. When I duplicate any flying structure, the name of original one and the original landed one will be changed too. For example, when I duplicate "Starport (Flying)", I get a "Starport Copy (Flying)". However the original "Starport" and "Starport (Flying)" changes to "Starport Copy" and "Starport Copy (Flying)" as well. *(Flying) is a suffix in editor. The same thing happens too if I use "Add Unit" and choose "Copy From" in "Field Values". How to fix it?MonkeyKing2 Apr 4
Apr 4 Using field structures in custom wizards? Currently, I am writing a wizard that allows me to quickly create custom races, however, I ran into a wall when it comes to field structures. There is documentation about them here: https://sc2mapster.gamepedia.com/Fields_Structure Basically, these types are used when creating input and entry fields in custom wizards. However, while links and enumerations work fine, I am unable to use or embed structures in my wizards. This could be SModification, for instance, which is used for behaviors to describe their modifications. I would like to embed the wizard that shows up when altering the modifications of a behavior in the data editor in my own wizard, being able to set its properties and then create a custom behavior from my wizard. As you can imagine, something as complex as the wizard for SModification is not something that you want to re-code. Is there any way to work with default wizards of Blizzard, the ones that show up when editing fields in the data editor and to embed them into custom wizards created by modders or is there no other way than to re-code them yourself?Ardenian0 Apr 4
Apr 2 Loss conditions for two units killed sametime I'm using Starcraft2 to do some machine learning (ML) experimentation. I have modified some pre-existing maps. player one has some marines (controlled by the ML AI), and team 2 the standard computer has a tank. Here is a screen shot of my script https://imgur.com/x9GI7zJ My Defeat conditions triggers when any unit dies, and when the last unit is killed for player 1 then player 1 gets a loss. The problem is when a tank kills two units a the same time triggering script does not consider the triggering unit to be the last unit but then they both die, and then the game does not end. I would expect that removing the triggering unit form the game would result in one of the two simultaneous triggers to successfully trigger the defeat "then statement". I assume triggers don't literally run simultaneously. Any help would be greatly appreciated.RLresearch1 Apr 2
Apr 1 Mac Editor crashing from models I am not sure if this is just happening to me or other, people but recently anytime I try to look at a model in the cutscene editor or under the model section, the editor tries to load, but then just crashes. This even happens on a fresh file. However this doesn't happen when I try it on PC. Is this an existing bug that is happening with everyone or could it have something to do with my computer?RayoftheSun1 Apr 1
Apr 1 PLEASE fix the SC2 Galaxy Editor for Mac?!? Everytime I try to resize the window it crashes. And that's just ONE of the many other bugs that apparently have been plauge the SC2 Editor for YEARS. This is unacceptable Blizzard!Durzan2 Apr 1
Mar 31 (SOLVED) I need help. Please help me. This map editor is driving me crazy. Does anyone know how make that the units can not push each other, even if they have the same move priority? Just like in Starcraft 1, you know. I'm looking for the solution everywhere and I can not find it, I've been desperate for several days and cursing Blizzard for making such an infernally disastrous editor. Please, help meMinuro3 Mar 31
Mar 31 SC2 Alpha Units, Upgrades, Abilities & Skins I was just wondering if it was possible to recover some of the original concepts from the Alpha stages of development for the Map Editor. Such as the older skins for all three races. The rejected units like the Soul Hunter and Shredder.Distortion0 Mar 31
Mar 25 Submenu Button Cooldown Hi, i'm trying to create a cooldown timer shown for a submenu button. Say i have a probe with a "Warp In Structure" submenu button. Clicking the button goes to show the next command card. The next command card has two ability buttons: warp in pylon and warp in cannon. Then, warping in any of those two, will get the "Warp In Structure" button a 15 second cooldown. I can get the button disabled/enabled by using the Requirement option. But I can't seem to get the cooldown timer shown on the button. Any idea to point me in the right direction would be appreciated.ixzyquinn2 Mar 25
Mar 20 Create Barracks with Tech lab Hi, Is there a way to create Barracks w/ Tech lab attached in the editor? I've been looking through the editor and it seems that the only way is to: 1. create Barracks and 2. order Build - TechLab. But instead, I want Barracks WITH Techlab created at once. Thank you.jaejaywoo3 Mar 20
Mar 14 Need help finding some audios. PLS help! Hi. How can I find and extract the death sound effects of the medic from sc2? Could you guys please help me out? everything seems so complicated... PLEASE!PANTANA0 Mar 14
Mar 13 Units getting bigger How can i make _any_ units getting bigger and bigger? Something like the coop mutation avenger, different kinds of units getting bigger with each stack of avenger buff (up to 10). Anyone know how to make something similar?ixzyquinn5 Mar 13
Mar 13 Can you temporarily buff unit push priority? I'm trying to modify an ability so while it is in use, it temporarily increases the unit's push priority from 10 to 11, so it can push right through enemy units during the duration of the ability. I tried to find a way to do this with Behavior Modifications or Triggers, but couldn't seem to find anything related to modifying push priority. Is this possible?Kaleb6 Mar 13
Mar 11 Arcade map ends in Victory immediately Hello, I am making my first attempt at a map but having a problem. Since I want to place buildings and units I have changed the mode of the map to "Arcade". I have created a few buildings and units and assigned some to each of the following players: 0 - neutral 1 - player 1 15 - hostile I have published the map (name "Spacemap 1") and made it public/unlocked. However whenever I run it (from 'arcade' mode screen) it ends in victory immediately. I checked and I don't see any triggers which indicate that the game should be ending. Can someone please help me? I assumed that if I don't have any triggers about the game ending it should go on until all the enemy units are killed. Thanks!PrinceKenji2 Mar 11
Mar 11 Burning Tide edition Game results in tie because of mineral count?thev2 Mar 11
Mar 6 How to view the units data of an arcade game? I am wondering how to view units' data of an arcade game, since some maps you can only create 3rd party units, you can't see their abilities in game. And i can't find the maps files in folder.Ash2 Mar 6
Mar 6 Mac Editor Problems I don't know if Blizzard is even aware of all of the issues plaguing the Mac editor. Here are some notable ones: General: Many keyboard shortcuts aren't listed correctly in the menus. E.g. the keyboard shortcut for File->Test Document is CMD+F9 but is shown as FN+F9. Also, it seems that some default keyboard shortcuts are conflicting with each other, such as File->Test Document and Modules->Import, or View->View Selection->View In Overview Manager and View->View Selection->View In Data Editor. General: Editing text in different places such as custom script fields, trigger hint text fields, trigger parameter/variable text fields, and the UI module's XML editor is hugely complicated because every time you type a quotation mark it is automatically and immediately replaced with a different kind of quotation mark that causes an error of some kind. Attempting to save a map with this character anywhere in an XML file may cause further corruption that has to be cleaned up manually by fixing any messed up tags and pasting the correct quotation mark character instead of typing it wherever it is needed. Furthermore, when editing parameter/variable text in the Triggers module copy & pasting is disabled, so it has to be done through the Text module. General: The "Messages" window pops up all of the time with random junk and cannot be closed with CMD+W like any other normal window. It is extremely irritating. General: Toolbar buttons often don't display tooltips. This is especially problematic in the data module where the icons are so poorly designed that it is difficult to tell which button does what. General: Certain UI elements are horribly broken because they behave as if they were in a different location on the screen, including: changing the rotation of units or doodads or the pitch, roll or yaw of camera objects using the disc gizmo in the Terrain module; painting footprints in the Data module; the 3D manipulators; and the timeline scrubber in the Cutscene Editor. Test Document: Gameplay, input and hotkey settings are lost every restart. Test Document: The trigger debug window doesn't appear anymore. Triggers Module: Collapsed action groups constantly become expanded on their own while working on a map, making the feature virtually useless. Triggers Module: Custom grammar text doesn't work anymore. Data Module: We can't close tabs without first switching to them, right-clicking on a tab and choosing "Close Tab". This is a PITA because switching tabs is so slow. Data Module: Enabling View->View Raw Data causes the field table to scroll to the top and select the first field, making it difficult to find the field you were looking at again. Data Module: Modifying fields from standard dependencies and then choosing Edit->Undo doesn't change the color of the field name/value from green back to blue. The same sometimes happens when right-clicking on a field and choosing "Reset To Parent Value". The same applies when trying to reset entire objects. Data Module: Sometimes selecting an object in the object list or in the object explorer (especially) causes the field table to blank. Data Module: With View->View Raw Data enabled, clicking on a field value to edit it and then clicking outside of the text box sets the field value to "" (nothing) instead of confirming the change as in every other native Mac app. Data Module: Some actor event terms (e.g. AnimBaselineState, ValidateUnit) randomly disappear from the dropdown menu. UI Module: Frequent, random crashing. UI Module: XML changes in layout files are randomly reverted and don't show up until reopening the map. It is bad enough that the editor is a vastly complex tool to create complex systems within a complex game engine and comes without any form of official documentation, has very few and often unhelpful/incomplete/inaccurate tooltips and hints and has very few community-based resources. Sites like SC2Mapster.com have existed since the release of Wings of Liberty and yet have still very incomplete documentation. Please, at least fix these egregious bugs. Please, at least pretend like you care about the map-making community and Mac users in particular. Please, don't let this amazing piece of software fall further and further into disrepair. You've invested so much time and effort into bringing the editor to the Mac, why let it slip into obscurity now when you could still save it with comparatively little effort? Just hire a talented programmer dedicated to maintaining the Mac version of the SCII editor. Just one guy or girl. This is my last plea...hawk53 Mar 6
Mar 5 Is the editor powerful enough to make A Kirby side-scrolling game with powers and stuff?TheMechE4 Mar 5
Mar 5 Editor hangs, but is still minimizable? How is this even possible? I thought that if a program stopped responding, then you couldn't minimize it until it started responding.StormyFacade1 Mar 5
Mar 3 BUG? Creating new unit. Hey Gamers, having an issue with the editor’s automatic edit/create file system that gets executed when creating a new unit. For example, try creating a “Thor” unit by “duplicate unit” (create by “new unit” also has the same issue). When the automatic file system executes, it does create and renames the new file(s) needed but, it also renames the original file(s) using the new file name (now having 2 files with the same name, original plus copy). During the file creation, the system also writes some of the needed files into the original file(s) rather than in the new create file(s). When viewing the files, the original file(s) now have 2 actor files that will throw an error message when you click the original unit to add onto the map and when played in game. The extra actor copy should have been written to the newly create file. Anyone else having the same issue or has this issue already been reported? Thanks in advance, Gamer Editor version: Mar 3
Mar 2 Custom Game Acceptable Use Policy Please update the "Custom Game Acceptable Use Policy". Intellectual property created by a person should be owned by them, and them only - regardless of what tool were used to create it. If you publish anything to any workshop owned by valve the ownership of your own creation still remains.papaya0 Mar 2
Mar 2 custom co op missions with commanders? is it possible to make custom co op missions with the commanders and all their abilities or no?Kord3 Mar 2
Feb 14 Editor now has a blue fog Whenever I create a new map, it now has a blue fog over the map, for example the redstone tileset it's got a big blue hue over it.. is there a way I can get it back to normal?Batman0 Feb 14
Feb 11 TLMC12 - Juras Valley cut - need advice Can anyone comment my map, please? It was cut during the judging phase of TLMC12. Thank you! Screenshots: https://drive.google.com/open?id=1rNwip122Ivol8OttjT9cCMTDSirkNjlrVIB0 Feb 11
Feb 11 Issue in editor, can no longer alter data Issue in editor, can no longer alter game data, everything starts in a C. Example is if I were to change a units life. The data field now reads "stats: Cunit_life max." The "C"s were never in front of everything before, also in a units data everything is repeated in brackets, such as all its abilities, effect, actors and so on, will all be repeated but in brackets. Also a black checker pattern will come across parts of the screen. The last thing I did before this happened was I was performing tests on a map I was using specifically for that reason and I was changing some dependencies. The issues how ever is across the entire editor over all maps, and I didn't save the map after it happened. I even uninstalled starcraft 2 and reinstalled it and the problem didn't go away. Anyways I hope someone has an answer because I have no idea whats going on. Thanks. Well this is embarrassing, I had the raw data button on... Oh well at least its fixed... not sure what the black checker pattern was about though.calum0 Feb 11
Feb 7 Zombies Finding Player I have been working on a map sorta similar to zombie city classic or zombie world (use your unit to kill zombies) but I don't know how to make the zombies attracted to my player, I don't want the player to can hide in a spot the zombies don't see. I also have other units on the map owned by a AI that is an ally to the player for him to hide behind and I don't want them to be ignored by the zombies, it is a 4 player map. any idea on how to do this.kaleb8 Feb 7
Feb 3 Enemy Pathing Blockers have changed? In some of my custom maps I use enemy pathing blockers to prevent enemy ai players to reach certain areas on the map. Non enemy players were not blocked by this path blocker. This used to work as it should until recently. Now the enemy pathing blocker blocks both enemies and myself. I'm not sure if the change was in version 2.6 or 2.7 though. I don't see any reason why this unit's behaviour was changed, but more importantly, how am I supposed to use the enemy pathing blocker now? Or get it working as it did before?Rody1 Feb 3
Feb 2 Map Ideas For those who have Ideas for custom mapsCasPeR4 Feb 2
Jan 31 (--- Make NEW ABILITY - For MOVEMENT ---) The cost of gas or other resources when moving unit. OR when moving a Unit decreased his handicap, endurance, speed,... In other strategy games, there are such opportunities Plss Very Need. Need the cost of fuel for transportArtLy2 Jan 31
Jan 30 Locked out of my own map? What is the point of the security feature, and linking maps to our accounts... if it just locks the owner out too? The reason I locked my map was so that OTHER people couldn't take it, modify it, and re-upload it under their name. So why am I unable to download my own map, and edit it?Scream2 Jan 30
Jan 30 Co-Op Collateral Damage Does anybody know the mechanism behind how the Co-Op dependency removes all collateral damage from the game? It just doesn’t seem like Blizzard would go through and change every effect to not hurt allies, so there has to be some sort of top-level game option to turn it off and on. Any more insight on this would be a big help to mepzkwIV3 Jan 30
Jan 29 Player spawn help A few friends and I were playtesting a 2v2 map one of said friends made in the editor. After the first game, which ran almost perfectly, we ran into a rather debilitating problem, and we don't know how to fix it. See, the first game, my teammate and I spawned on the same side of the map, and both of our opponents spawned on the opposite side, which is what was supposed to happen. Then, we played again, same players but we were organized on different teams. My teammate and I each ended up spawning right beside each of our opponents. Anyone who's played any sort of free-for-all match on a map where multiple player spawns are really close together might be seeing a problem right about now, only this was supposed to be a team game. This happened for 4-5 games straight, and we were spawning in the exact same places. We don't know why. So how do we fix this problem and make it so that, in a 2v2 game, both players on a team spawn on the same side of the map, rather than anywhere near the opposing team?Akamia1 Jan 29
Jan 26 How to use the new co-op dependencies? I noticed in the patch notes today you can now add the co-op dependencies to your map. I was able to add the dependency, but I'm not sure exactly what it imports or how to utilize it. I have only started using the map editor, and published a very basic 1v1 melee map and played a couple matches on it. I'd like to make a co-op map using these new dependencies. While I am a noob with the editor, I am a long time professional programmer so when I browse the triggers and the conditions it all makes sense I just don't know how to actually create and use the triggers. Does anyone know of any documentation or how to create a co-op using the new tools? I suppose I will start by loading a regular campaign map and figuring out how the game ending trigger works. I can create 2 allied players then, but how do I do things like: - Allow user to pick commander (Does that happen in lobby?) - Place the Nova ghost academy or Karax building? EDIT: I am not asking for a tutorial on triggers since I have the docs and resources to learn that here http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/terrain/1 but more interested in how the new co-op stuff works and how to utilize that. EDIT 2: So I have been exploring and I found that after adding the dependency, you can open Modules->Triggers->Mission(Coop)->Templates->Campaign Mission and it has all of the initialization, and objectives you can copy in to your map. I'm trying to get the game ending triggers to work properly but I haven't yet set the objectives correctly and it succeeds as soon as the mission starts.Dorduradan3 Jan 26