Hello everyone, I've only been working with the editor for a few weeks now, so I don't really know my way around very well. I joined this community in hopes that someone might help me with a problem I can't seem to fix. I've recently been playing around with the editor, and tried converting a campaign map (New Folsom) into a Melee map, and it worked almost perfectly. The only problem, and the best way to describe it, is that any units on the field react to invisible geography, like spaces between cliffs are valleys, and higher level platforms have hills surrounding. When a unit approaches a cliff or a wall, they ascend as if there were an invisible hill, and not straight to the base of the wall as it should be. Of course the game itself played alright, but it just looks odd, and it makes buildings/crawlers/burrowed units who are too close to walls float in thin air. Now I don't know if this is related, but I also tried adding Lurkers back into the mix, but when Hydras morph into eggs, other ground units pass up and over them, instead of going around. Anyone know what is causing this, and what I can do to correct it?
Sorry if this all sounds noobish, I've only had SC2 for little over two weeks.
press "h" while in the terrain editor (i think thats the hotkey... if not, find the terrain pathing somehow else). See if there's any strange pathing all around the cliffs and such, if yes, remove it.
And when hydras morph into eggs... Find the egg unit and modify it's radius, collision radius and so on (Unit -> movement)
Also, i hope youre not using the standard larva morphing eggs for this, if you are rather duplicate the egg with it's actor and set the hydra morph egg to the new one (Otherwise it'd screw up all the larva and egg placement at hatcheries)
Well, I'd checked the pathing before, and found nothing. Just checked again in case, and even went View - > Show Pathing and checked everything, and I really didn't see anything odd about wall contours. The only pathing alterations is on doodads scattered about the map, under which red marking appears. And it's not just that one set of cliffs, it's every cliff and wall on the map.
No, luckily I found the Lurker Cocoons in the editor so I used those to hatch them. I tried it all in game, and lurkers work smoothly otherwise. I checked the radius of the cocoons, and I could only find Movement - Radius (0.5) and Movement - Radius - Dead (0). It did have Movement - Collide, which is set to Ground. There is nothing for Pathing Footprints, does that make a difference?
Sooo, still haven't accomplished anything, I've tried transferring the mod to another map, but the same thing happens. Can anyone give me a hand with this? It's extremely frustrating, and I have too much work finished to do it all over again.
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Hello everyone, I've only been working with the editor for a few weeks now, so I don't really know my way around very well. I joined this community in hopes that someone might help me with a problem I can't seem to fix. I've recently been playing around with the editor, and tried converting a campaign map (New Folsom) into a Melee map, and it worked almost perfectly. The only problem, and the best way to describe it, is that any units on the field react to invisible geography, like spaces between cliffs are valleys, and higher level platforms have hills surrounding. When a unit approaches a cliff or a wall, they ascend as if there were an invisible hill, and not straight to the base of the wall as it should be. Of course the game itself played alright, but it just looks odd, and it makes buildings/crawlers/burrowed units who are too close to walls float in thin air. Now I don't know if this is related, but I also tried adding Lurkers back into the mix, but when Hydras morph into eggs, other ground units pass up and over them, instead of going around. Anyone know what is causing this, and what I can do to correct it?
Sorry if this all sounds noobish, I've only had SC2 for little over two weeks.
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press "h" while in the terrain editor (i think thats the hotkey... if not, find the terrain pathing somehow else). See if there's any strange pathing all around the cliffs and such, if yes, remove it.
And when hydras morph into eggs... Find the egg unit and modify it's radius, collision radius and so on (Unit -> movement)
Also, i hope youre not using the standard larva morphing eggs for this, if you are rather duplicate the egg with it's actor and set the hydra morph egg to the new one (Otherwise it'd screw up all the larva and egg placement at hatcheries)
@TheAlmaity: Go
Well, I'd checked the pathing before, and found nothing. Just checked again in case, and even went View - > Show Pathing and checked everything, and I really didn't see anything odd about wall contours. The only pathing alterations is on doodads scattered about the map, under which red marking appears. And it's not just that one set of cliffs, it's every cliff and wall on the map.
No, luckily I found the Lurker Cocoons in the editor so I used those to hatch them. I tried it all in game, and lurkers work smoothly otherwise. I checked the radius of the cocoons, and I could only find Movement - Radius (0.5) and Movement - Radius - Dead (0). It did have Movement - Collide, which is set to Ground. There is nothing for Pathing Footprints, does that make a difference?
Sooo, still haven't accomplished anything, I've tried transferring the mod to another map, but the same thing happens. Can anyone give me a hand with this? It's extremely frustrating, and I have too much work finished to do it all over again.