at the beggining i say, english is not my first.
i try to make it short.
i am noob mapmaker with ambitions to make epic map.
now longer version.
in this forum are many tutorials about many things, but most of them is basic. what i am looking for is for example,
1) combining 2 different item, to craft one better.
2) or colonist wearing the item, that is, when he equip the item it will change his model and then when disequipped turn it back to the colonist. not omega advanced things like for each combination of weapon and battlesuit but just make him marine when he equip marine suit.
3) how to make a weapon given by the item, connect with the turret, instead of unturnable unit.
4) spawn pattern, as example i give skill from "SOTIS" when the zealot hero can summon RING of 8 immortals.
5) icone of the ressource
there will be many things map, and i need help. any tutorial or tip will could be very helpfull.
i will reguraly look to this thread, and give more information about my map.
and ofc everyone who help will be in loading screen credits :)
i am also planning modular traps. traps will be in 3 parts,
-capturer, when activated will collect every enemies and allies in the area.
-cage, when there will be enemies inside, cage lock and dont let the enemy go away, or spread if its many ememies.
-grinder, most important part of the trap, will deal damage to every unit in area.
each module will be a item, placable in the trap inventory,
As a simple and quick help here: you might want to post your own nationality/language. There may be someone who speaks your tongue around here who can PM and help you in a more clear fashion.
I'm sure you can find help on SC2Mapster, even with a language barrier.
First, keep every post about ONE topic or problem or question. You're much more likely to get help than posing many things in the same thread with an unclear objective.
Second, project workplace forum should be about a project as a whole, not really a place to get help. There are many other specialized boards where you can post specific questions.
Just figure out exactly what you need and try to explain one problem at a time as clearly as you can.
so for begining, the item changing model. i alredy created a few items, but dont know how to make them change model, and other way could be rule of, vechicle and pilot, that i also dont know how to do, that is vechicle cannot move when there are nobody inside. it will be more cleare leater, and i will write there what done, but now becouse of not much information and skills, and the fact that editor is little weired in some areas, i am not able to things fast.
and, if you where is tutorial for any of the problems, you are free to post the link.
OneTwoSC has a great collection of tutorial videos on YouTube to help get you started. I recommend you follow them even if they don't have much to do with your current project because they will help you build a better understanding of the editor in general.
If the language barrier is particularly difficult for you to surmount, Google Translate is a very helpful tool.
The search function on this site is particularly handy for finding solutions to common problems.
To change a unit's model, go to the actor associated with that unit and change the Model field.
To force a unit to be stationary, you can either use the Modify Unit Property action in triggers to set the unit's movement speed to 0 or apply a buff behavior which has "Suppress Movement" enabled.
ctrl+c ctrl+v is not answer for every problem, that i know for sure.
and google translate is useless for sentences. only single word at a time.
first one who speak was knoledge less "ask him" and the next one who know answer for my problem, "ctrl+c ctrl+v" instead of say anything.
I KNOW YOU HAS THE ANSWER! AT LEAST FOR ONE!!!
first i wanted to make, that equipping the item cause to change model, couldn't find anythink bout it. other way for the same efect, is make the vechicle like in malum ruina.
first one who speak was knoledge less "ask him" and the next one who know answer for my problem, "ctrl+c ctrl+v" instead of say anything. I KNOW YOU HAS THE ANSWER! AT LEAST FOR ONE!!!
You'll have to be patient because some people might have difficulty understanding what you're trying to say, so you might have to explain something several times. Most of the people here will be patient enough to work with you on your problem as long as they don't think you're being lazy or rude.
first i wanted to make equipping thetem cause to change model, couldn't find anythink bout it.
This is a bit difficult to accomplish. The simplest way is to send a ModelSwap message to the unit's actor, but this will not inherit the other actor properties which may be necessary for the model to function as intended. The next best thing is to use the Replace Unit function and simply change the unit's Unit Type. The latter is the route I suggest you take. I believe there is a Unit Acquires Item event which will help with that trigger.
other way for the same efect, is make the vechicle like in malum ruina.
You're talking to the right guy, then. In Malum Ruina I simply change the owner of the vehicle depending on who is in the "driver's seat." If no one is driving the vehicle, the ownership goes to a neutral player (in the case of Malum Ruina, player 0.) I use points/regions to determine where the driver's seat is, combined with the Board and Exit Vehicle abilities to complete the effect.
BIG thx, and one more thing about this topic. when the pilot go out, i want him to stay with his color, and then change to another when other player's pilot came in, but still being immobile when nobody inside. i didnt tryed it yet, but i think that the changeling may be key to this. it may cause some problems, but its also may give my map a lots of tricks.
find it or not, big thx for trying :) you alredy helped a lot.
hmm, but actualy, as i am reading it agine, the players has to create theyr own "vechicles" so the way its in ML wont work well, becouse there are no vechicles at begigng of map, to who i can hook the "driver's seat". i was thinking more about bunker/transporter kind ability.
also i tryed some things and what i came up with... i ccouldm't find whet i need but if someone understand where i was going to in below picture pls respond.
I don't think doing it that way will work. You will probably need to create a new ability with a dummy target unit effect (like Board in Malum Ruina.) Give this ability to whatever units can board the vehicle. Use a trigger with the Unit Uses Ability event and set the ability to the one you created. When the ability is used on a vehicle, change the ownership of that vehicle to the triggering player and order the vehicle to Load the triggering unit. The vehicle needs a targeted load ability, of course... or the same kind of ability that Command Centers have to load SCVs.
even if i should work for one thing at a time, i just got 2 epic ideas.
first one, is kind simple, the trigger system detecting a words in the player chat, and playing a music to it.
second idea, where you has to first prepare a ground, and then you can build your building on top of it, in thi way, capturing the teritory and rebuilding, will be cheapper than building from nothing. further upgrades, will increase the cost of work place, and decreses the cost of proper building, so the cost of rebuild will be even smaller.
going to work now,
updeate:
as i planed from long time i found use for automaton morping to smething.
i tryed to duplicate drone's ability, and tryed to edit it for the automaton's needs. fail, i checked almost everything, don't work. restart, work for now.
i has one building site for now, and nothing to build it on.
music? i am still little scared of trying trigger so go for leater.
update2:
garage(build place for automaton): dont work.
automaton to build place: i forgotted to add placement fotprint, now work.
building something in prepared place: work but building site is visible and clickable, also destructable.
my test subject missile turet is all right. now i has to expand the system to different building's and its size's.
question to the pro, if i select marine, and right click the medivac, who is triggering unit?
i decided to go back to "driver seat" and not greate result, mu ability buton dont want to work.
well, actual question is... SPAWN PATTERN.
options for now i see 2. may be more.
first one is make an ability that spawn things in circle, like zealot from sotis. but i dont know how to do it. if someone know, it will be helpfull information.
sec way is to create aura that when hit certain object with given skill, thes object will spawn a blocker on top of himself. so there will be posible to create a cool path blocking designes.
also fact i can make the spawn efect continuing after search type effect but i dont know a way to make more armor type or to do it without them.
obtion 2 is is looking best but my next weakness, requirement. i am unabe t make other than "player has at least one *****".
ANY INFORMATION WILL BE HELPFULL. (unles its something like "ask him", it wont i am sure)
at the beggining i say, english is not my first.
i try to make it short.
i am noob mapmaker with ambitions to make epic map.
now longer version.
in this forum are many tutorials about many things, but most of them is basic. what i am looking for is for example,
1) combining 2 different item, to craft one better.
2) or colonist wearing the item, that is, when he equip the item it will change his model and then when disequipped turn it back to the colonist. not omega advanced things like for each combination of weapon and battlesuit but just make him marine when he equip marine suit.
3) how to make a weapon given by the item, connect with the turret, instead of unturnable unit.
4) spawn pattern, as example i give skill from "SOTIS" when the zealot hero can summon RING of 8 immortals.
5) icone of the ressource
there will be many things map, and i need help. any tutorial or tip will could be very helpfull.
i will reguraly look to this thread, and give more information about my map.
and ofc everyone who help will be in loading screen credits :)
i am also planning modular traps. traps will be in 3 parts,
-capturer, when activated will collect every enemies and allies in the area.
-cage, when there will be enemies inside, cage lock and dont let the enemy go away, or spread if its many ememies.
-grinder, most important part of the trap, will deal damage to every unit in area.
each module will be a item, placable in the trap inventory,
the only problem is that i dont know how.
http://www.sc2mapster.com/maps/colonies/
As a simple and quick help here: you might want to post your own nationality/language. There may be someone who speaks your tongue around here who can PM and help you in a more clear fashion.
i dont believe there is, but ok. i am from poland.
why nobody can write something helpfull, only "ask him"?
@rodon1: Go
I'm sure you can find help on SC2Mapster, even with a language barrier.
First, keep every post about ONE topic or problem or question. You're much more likely to get help than posing many things in the same thread with an unclear objective.
Second, project workplace forum should be about a project as a whole, not really a place to get help. There are many other specialized boards where you can post specific questions.
Just figure out exactly what you need and try to explain one problem at a time as clearly as you can.
so for begining, the item changing model. i alredy created a few items, but dont know how to make them change model, and other way could be rule of, vechicle and pilot, that i also dont know how to do, that is vechicle cannot move when there are nobody inside. it will be more cleare leater, and i will write there what done, but now becouse of not much information and skills, and the fact that editor is little weired in some areas, i am not able to things fast. and, if you where is tutorial for any of the problems, you are free to post the link.
Hello! Welcome to SC2Mapster :)
This section of forums will be particularly useful to you with your questions: Development Forums
Here's a link to the Tutorials forum.
OneTwoSC has a great collection of tutorial videos on YouTube to help get you started. I recommend you follow them even if they don't have much to do with your current project because they will help you build a better understanding of the editor in general.
If the language barrier is particularly difficult for you to surmount, Google Translate is a very helpful tool.
The search function on this site is particularly handy for finding solutions to common problems.
To change a unit's model, go to the actor associated with that unit and change the Model field.
To force a unit to be stationary, you can either use the Modify Unit Property action in triggers to set the unit's movement speed to 0 or apply a buff behavior which has "Suppress Movement" enabled.
I hope this was helpful to you :) Good luck!
ctrl+c ctrl+v is not answer for every problem, that i know for sure.
and google translate is useless for sentences. only single word at a time. first one who speak was knoledge less "ask him" and the next one who know answer for my problem, "ctrl+c ctrl+v" instead of say anything. I KNOW YOU HAS THE ANSWER! AT LEAST FOR ONE!!!
first i wanted to make, that equipping the item cause to change model, couldn't find anythink bout it. other way for the same efect, is make the vechicle like in malum ruina.
You'll have to be patient because some people might have difficulty understanding what you're trying to say, so you might have to explain something several times. Most of the people here will be patient enough to work with you on your problem as long as they don't think you're being lazy or rude.
This is a bit difficult to accomplish. The simplest way is to send a ModelSwap message to the unit's actor, but this will not inherit the other actor properties which may be necessary for the model to function as intended. The next best thing is to use the Replace Unit function and simply change the unit's Unit Type. The latter is the route I suggest you take. I believe there is a Unit Acquires Item event which will help with that trigger.
You're talking to the right guy, then. In Malum Ruina I simply change the owner of the vehicle depending on who is in the "driver's seat." If no one is driving the vehicle, the ownership goes to a neutral player (in the case of Malum Ruina, player 0.) I use points/regions to determine where the driver's seat is, combined with the Board and Exit Vehicle abilities to complete the effect.
EDIT: Post #777! Wooo
simple, but for my game it will ned a sec move, just builded unit (item, battle suit) has to become neutral straight after you creat it.
You should be able to accomplish that with the Unit Is Created event, the Owner of Unit condition function, and the the Change Owner action function.
BIG thx, and one more thing about this topic. when the pilot go out, i want him to stay with his color, and then change to another when other player's pilot came in, but still being immobile when nobody inside. i didnt tryed it yet, but i think that the changeling may be key to this. it may cause some problems, but its also may give my map a lots of tricks.
find it or not, big thx for trying :) you alredy helped a lot.
hmm, but actualy, as i am reading it agine, the players has to create theyr own "vechicles" so the way its in ML wont work well, becouse there are no vechicles at begigng of map, to who i can hook the "driver's seat". i was thinking more about bunker/transporter kind ability.
also i tryed some things and what i came up with... i ccouldm't find whet i need but if someone understand where i was going to in below picture pls respond.
I don't think doing it that way will work. You will probably need to create a new ability with a dummy target unit effect (like Board in Malum Ruina.) Give this ability to whatever units can board the vehicle. Use a trigger with the Unit Uses Ability event and set the ability to the one you created. When the ability is used on a vehicle, change the ownership of that vehicle to the triggering player and order the vehicle to Load the triggering unit. The vehicle needs a targeted load ability, of course... or the same kind of ability that Command Centers have to load SCVs.
even if i should work for one thing at a time, i just got 2 epic ideas.
first one, is kind simple, the trigger system detecting a words in the player chat, and playing a music to it.
second idea, where you has to first prepare a ground, and then you can build your building on top of it, in thi way, capturing the teritory and rebuilding, will be cheapper than building from nothing. further upgrades, will increase the cost of work place, and decreses the cost of proper building, so the cost of rebuild will be even smaller.
going to work now,
updeate:
as i planed from long time i found use for automaton morping to smething.
i tryed to duplicate drone's ability, and tryed to edit it for the automaton's needs. fail, i checked almost everything, don't work. restart, work for now.
i has one building site for now, and nothing to build it on.
music? i am still little scared of trying trigger so go for leater.
update2:
garage(build place for automaton): dont work.
automaton to build place: i forgotted to add placement fotprint, now work.
building something in prepared place: work but building site is visible and clickable, also destructable.
my test subject missile turet is all right. now i has to expand the system to different building's and its size's.
question to the pro, if i select marine, and right click the medivac, who is triggering unit?
i decided to go back to "driver seat" and not greate result, mu ability buton dont want to work.
well, actual question is... SPAWN PATTERN.
options for now i see 2. may be more.
first one is make an ability that spawn things in circle, like zealot from sotis. but i dont know how to do it. if someone know, it will be helpfull information.
sec way is to create aura that when hit certain object with given skill, thes object will spawn a blocker on top of himself. so there will be posible to create a cool path blocking designes.
also fact i can make the spawn efect continuing after search type effect but i dont know a way to make more armor type or to do it without them.
obtion 2 is is looking best but my next weakness, requirement. i am unabe t make other than "player has at least one *****".
ANY INFORMATION WILL BE HELPFULL. (unles its something like "ask him", it wont i am sure)