Hello, I've found myself at a hurdle! You see, I've basically avoided most documentary when it comes to this editor, because it isn't really the hardest thing in the world and it will improve my skills as a level designer (I'm familiar with other tools before this, specifically UDK, Source, and other similar engines). I've got a pretty good amount of knowledge of the editor, and don't really have any problems with most tasks. I figured out the basics of the data editor in a relatively short amount of time. However, there's something that I want to do which I can't figure out how to go about doing it yet. So please, let me ask several things:
First, most of the layers are easy to edit in the map editor, however pathing seems to be an issue at the moment. There's a cliff that I want inaccessible to all unit types, including flying units and units with cliff wakling ability. I tried using the no fly zone fill and the dynamic pathing fill in the editor, however it doesn't seem to recognize it and units are still able to move up to that cliff. It's very frustrating D:< Any clues / suggestions?
I'm making a campaign in which the player must "capture" building and those building both give the player LOS and various upgrades. Movement Speed, Weapon Damage, Health Regeneration, Energy Regeneration are just a few things that I want these towers to change. So, when approaching the data editor, I decided to copy the basics of the Xel'Naga tower and try to modify that... However, I don't quite know how to do what I want to do. Can anyone tell me how exactly I could make these towers do the following:
1) Wait 30 seconds before capturing, display a capturing bar, and only have that take place if a unit is next to said tower.
2) Change color upon capturing to the player color.
3) Only affect the player who captured that unit with the beneficial effects.
4) How to make these power-ups via the data editor. I figured it would be through the "upgrades" data editing, however I cannot make it so that it effects all units without having to add EVERY unit one at a time to the list of affected units.
5) Would this be trigger based or should it be done all via the data editor?
6) How do I make this system easy to integrate in future levels, so I don't have to redo all the data editing?
If someone could help me address these issues, I'm sure you'd all love the mod I'm working on and I'd love to show you the work I've done. =)
The first one is easy. Just put up pathing blockers, you can find them in the unit layer under other. Course you have to put them all over the cliff.
The second part is most certainly going need to be done through triggers.
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The Team - TnTProductions
TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
Check out our website on wixx! http://bulletbutter.wix.com/tntproductions
The first one is easy. Just put up pathing blockers, you can find them in the unit layer under other. Course you have to put them all over the cliff.
I honestly just thought that was just an alternative to the pathing layer, or are they somewhat different? o_o
As for the other part, I get that the basic premise should be done mostly through triggers, but does anyone have a good idea of how to make it so that I don't have to re-do the triggers every map? I want this to be like a "gametype" so having something that can load all of the basic triggers into a "new map" file would be wonderful. I've seen .sc2mod or something along those lines, is there some way to make a "mod" file that can be referenced by several maps? (I know it's a dumb question, but I'm not sure how exactly to ensure that the data editor does not have to be redone every new map I make for this gametype.)
I honestly just thought that was just an alternative to the pathing layer, or are they somewhat different? o_o
As for the other part, I get that the basic premise should be done mostly through triggers, but does anyone have a good idea of how to make it so that I don't have to re-do the triggers every map? I want this to be like a "gametype" so having something that can load all of the basic triggers into a "new map" file would be wonderful. I've seen .sc2mod or something along those lines, is there some way to make a "mod" file that can be referenced by several maps? (I know it's a dumb question, but I'm not sure how exactly to ensure that the data editor does not have to be redone every new map I make for this gametype.)
Not sure how the different types vary. I just know that a pathing blocker unit stops cliff walking while pathing doesn't. I also think something with the 'no-fly' type blockers isn't implemented yet. Who knows, maybe the pathing isn't 100% complete either.
The other part I would really wish they release some sort of trigger exporter/save template. Right now the only thing you could do is open a map, make the triggers and save the mape something like "Trigger Map_No Overwrite" and just start with that map every time you start a project. Just be sure to do a Save As and change the name right after.
Rollback Post to RevisionRollBack
The Team - TnTProductions
TnTProductions latest Project - Docking Bay 13
TnTProductions Epic RPG in the making - Psionics: Chaos Rising
Check out our website on wixx! http://bulletbutter.wix.com/tntproductions
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Hello, I've found myself at a hurdle! You see, I've basically avoided most documentary when it comes to this editor, because it isn't really the hardest thing in the world and it will improve my skills as a level designer (I'm familiar with other tools before this, specifically UDK, Source, and other similar engines). I've got a pretty good amount of knowledge of the editor, and don't really have any problems with most tasks. I figured out the basics of the data editor in a relatively short amount of time. However, there's something that I want to do which I can't figure out how to go about doing it yet. So please, let me ask several things:
First, most of the layers are easy to edit in the map editor, however pathing seems to be an issue at the moment. There's a cliff that I want inaccessible to all unit types, including flying units and units with cliff wakling ability. I tried using the no fly zone fill and the dynamic pathing fill in the editor, however it doesn't seem to recognize it and units are still able to move up to that cliff. It's very frustrating D:< Any clues / suggestions?
I'm making a campaign in which the player must "capture" building and those building both give the player LOS and various upgrades. Movement Speed, Weapon Damage, Health Regeneration, Energy Regeneration are just a few things that I want these towers to change. So, when approaching the data editor, I decided to copy the basics of the Xel'Naga tower and try to modify that... However, I don't quite know how to do what I want to do. Can anyone tell me how exactly I could make these towers do the following:
1) Wait 30 seconds before capturing, display a capturing bar, and only have that take place if a unit is next to said tower.
2) Change color upon capturing to the player color.
3) Only affect the player who captured that unit with the beneficial effects.
4) How to make these power-ups via the data editor. I figured it would be through the "upgrades" data editing, however I cannot make it so that it effects all units without having to add EVERY unit one at a time to the list of affected units.
5) Would this be trigger based or should it be done all via the data editor?
6) How do I make this system easy to integrate in future levels, so I don't have to redo all the data editing?
If someone could help me address these issues, I'm sure you'd all love the mod I'm working on and I'd love to show you the work I've done. =)
The first one is easy. Just put up pathing blockers, you can find them in the unit layer under other. Course you have to put them all over the cliff.
The second part is most certainly going need to be done through triggers.
I honestly just thought that was just an alternative to the pathing layer, or are they somewhat different? o_o
As for the other part, I get that the basic premise should be done mostly through triggers, but does anyone have a good idea of how to make it so that I don't have to re-do the triggers every map? I want this to be like a "gametype" so having something that can load all of the basic triggers into a "new map" file would be wonderful. I've seen .sc2mod or something along those lines, is there some way to make a "mod" file that can be referenced by several maps? (I know it's a dumb question, but I'm not sure how exactly to ensure that the data editor does not have to be redone every new map I make for this gametype.)
Not sure how the different types vary. I just know that a pathing blocker unit stops cliff walking while pathing doesn't. I also think something with the 'no-fly' type blockers isn't implemented yet. Who knows, maybe the pathing isn't 100% complete either.
The other part I would really wish they release some sort of trigger exporter/save template. Right now the only thing you could do is open a map, make the triggers and save the mape something like "Trigger Map_No Overwrite" and just start with that map every time you start a project. Just be sure to do a Save As and change the name right after.