Hi I have been thinking of putting some environment mechanics in my melee map, but I'm not sure how to make these work: (and the theme of my map is an infested snow station so hence these types of mechanics):
1) Neutral alien species (Spine Crawler) that attacks either player.
2) Neutral alien species again, this time, the Leviathan unit which spawns in 10 mins and then every x minute, yet allowing a maximum of one to be present on the map until killed. An alarm post sounds when there is a Leviathan entering the map (Just like the alarm sounds by the signal posts in the WoL campaign level Zero Hour where when the zerg is about to assault your base, the alarm sounds as a warning).
3) Falling asteroids that lands at a designated "no man's land" asteroid hotspot. (basically asteroids that come down on the map and blast the area which may hurt player units if within the blast radius.)
4) Falling Zerg drop pods with few alien units popping out, just like the idea in 3) .
well the first one is simple, you just need to add a player 15 spine crawler where you want them and if you want them not to need creep then you'll need to modify the spine crawler in the data editor
second one requires the data editor
third one reqiures triggers
so other than the first one - unless you know how to use the data editor - I can't help you with
being as its your first post I'm going to assume that you don't know how to use the data editor or trigger editor so I(or some one else) will link you some tutorials(you can also find them on your own) I'd suggest you create a new ma to try them on until your comftorable with them so you don't mess up your map.
1) Neutral alien species (Spine Crawler) that attacks either player.
This one's very easy. Just open the terrain editor, press U on the keyboard to select the units panel, select the spine crawler, select player 15 as the player, and then place it into the map. The spine crawler will die without creep though, so you have two options. First, you could place a creep tumor next to it. Or second, you could remove the creep-dependent behavior via the data editor. To do this, find the spine crawler in the data editor's Unit tab. Then bind the behaviors+ field, and remove the two creep behaviors.
2) Neutral alien species again, this time, the Leviathan unit which spawns in 10 mins and then every x minute, yet allowing a maximum of one to be present on the map until killed. An alarm post sounds when there is a Leviathan entering the map (Just like the alarm sounds by the signal posts in the WoL campaign level Zero Hour where when the zerg is about to assault your base, the alarm sounds as a warning).
This is a little bit trickier. You'll need a simple trigger for this one, like this:
Event:PeriodicEvent:Every600RealTimeSeconds// That's 10 minutes of real-world time. You can use game time if you want 10 minutes of in-game timeConditions:NumberofUnitsinUnitGroup(Units(Leviathans)inRegion(EntireMap)OwnedbyPlayer(Any))=0//This just prevents one from spawning if one already existsActions:Playsound(Whateversoundyouwanttouse)for(AllPlayers)at100%Volume// This is your warningCreateunit(leviathan)atpoint(whereveryouwantittospawn,justplaceapointthereandselectit)forplayer(15)
I'm going to skip answering the third one right now, since I'm a little bit pressed for time :)
4) Falling Zerg drop pods with few alien units popping out, just like the idea in 3) .
This one's similar to #3.
Event:PeriodicEvent:Every(Randomintegerbetween300and900)RealTimeSeconds// I made it random just for fun, you can make it take however long you wantConditions:(None)Actions:// Repeat these 2 actions for whatever groups you want to send down in drop podsCreateunit(5zerglings)atpoint(whereveryouwantittospawn,justplaceapointthereandselectit)forplayer(15)CreateDrop-Pod(Zerg)forunitgroup(lastcreatedunitgroup)atpoint(thesamepoint)
Here, you're creating the group of units, and then creating a drop pod. This seems like the wrong order to do it, but it's just weird like that. The Drop-Pod action takes the brand new units and puts them into a drop pod, which gets sent down and explodes open just like you see in the campaign.
A quick note on the wiki- That's our new wiki, and it's very unfinished. We're slowly adding things to it, but it's far from ready. You can click here to go to our old wiki, which has all the information inside.
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Feel free to Send me a PM if you have any questions/concerns!
1) Also, for the easiest task which is the spine crawler hostile unit which attacks both players, I tried a tutorial online on how to make a custom unit so that the hostile computer spawn crawler doesn't have the same behaviors and data as the regular spine crawler structure that a Zerg player can make. However, when I made my own custom spine crawler (is it a unit or a structure actually? I chose to make it under the "Units" tab and then "Actors". I guess it's a unit because it was in the "Units" tab droplist. But when I did make one, I got an uprooted spine crawler, but I didn't even use the uprooted model for my actor. Also, when I clicked on the regular uprooted spine crawler, it had the same data as my custom spine crawler (I knew since it had the same Art: Scale of 3 as my custom spine crawler) which is weird. Do you think I need to do this in a custom arcade game map and it doesn't work on Melee settings?
Also, when making the hostile player 15, do I need to set a starting location for it and also change the Game Variants to custom teams and not 1v1 Melee? Because technically, there will be 3 players, which includes the computer hostile player 15 along with player 1 and 2 which are the slots for 1v1 players. Thanks!
2) I attempted on creating the Zerg Drop Pod mechanism and these are my triggers:
Untitled Trigger 001
Events
Timer - Every (Random integer between 100 and 101) seconds of Game Time
Local Variables
Conditions
Actions
General - Repeat (Actions) forever
Actions
Unit - Create 5 Infested Terran (From Terran Infestation Rupture) for player 15 at (Random point in Region 001) using default facing (No Options)
Unit - Create 1 Drop-Pod (Zerg) for player 15 at (Position of (Unit 1 from (Units in (Last created units) within (Triggering region), with at most Any Amount))) using default facing (No Options)
...However, my game freezes when I'm testing to see if the Zerg Drop Pods come down on the map. (I suppose the game freezes when the timer initiates the trigger at 100 - 101 seconds). Is this the incorrect way to do it? I could not find "Create (unit) for (unit group)" . The editor trigger only has things like Create unit facing this point, or unit to unit group, it's weird. Do I need to set my map to arcade mode for the triggers to work?? It's a melee map atm.
1) Don't make a new unit. Just use triggers to remove the creep dependency behaviors from the spine crawlers. Also no you don't need to set a start location and change the variants for player 15.
2) Remove the repeat forever. That will cause your game to crash. The event will cause it to be repeated periodically anyways. You have the right actions for it though.
Ok I see. Thx. But for 1), I wish to make a custom spine crawler that is invincible and unelectable. So I have to make a new unit based off the original spine crawler right? Also, how can I alter the spine crawler so that is doesn't mess with original stats of the spine crawler that a zerg human player can make. I wish the player 15 spine crawler to be solely it's own separate entity.
You could use behaviors to completely modify it, this would allow you to while a player can make the same unit, the behaviors would be placed on the unit using triggers therefore they would really be different units.
Oh I see, so just use trigger editor to remove the creep behaviors, but not the data editor (Behaviors+) ? Also, does anyone know how I can keep the standard SC2 melee settings even with using the Liberty Story campaign dependencies? I need the Zerg Drop pod trigger to work properly, thus I need the campaign dependency, however, it is screwing up the regular melee settings, so I cannot build a orbital command, I can train firebats from the barracks, etc, which is not what I want.
Also, does anyone know, for my Zerg Drop Pod and Leviathan spawn question on how to make the timer in different unique intervals? In other words for example:
I wish the zerg drop pods to come flying down at the first 10 minutes of the game.
Now, I want the zerg drop pods to come flying down at a 5 minute interval now, since I gave the players a 10 minute handicap to get their armies stronger. Now, the environment will get harsher with a 5 minute interval, a faster dropping of the zerg pods.
Also, if I don't want the timer to be uniform with all the separate regions on the map, is there a way to make a unique timer for each region so that a specific region will drop zerg pods at 5 minutes while the other region will drop zerg pods in 3 minute intervals? And also, how can I make the time intervals flux? Like Region 1 will start at 10 minutes, then 5 minutes, then 3 minutes, then 4 minutes, then 5 minutes again.
1) Do you know how to make the Neutral slot (default) to be enemies with the hostile (default) but still neutral with both human players? Or is it by default that neutral and hostile will fight? Because I want to add Neutral missile turrets on the map borders to shoot the incoming Hostile Leviathan Unit.
2) Also I tried this trigger:
_____________
Zerg Drop Pod
Events
Timer - Elapsed time is 600.0 Game Time seconds
Timer - Every (Random integer between 250 and 300) seconds of Game Time
Local Variables
Drop Group 1 = (Last created units) <Unit Group>
Conditions
Actions
General - Wait 600.0 Game Time seconds
Unit - Create 5 Infested Terran (From Terran Infestation Rupture) for player 15 at (Random point in Region 001) using default facing (No Options)
Unit Group - Add all units in (Last created units) to Drop Group 1
Campaign - Create Zerg drop pod at (Random point in Region 001) with (Last created units) (Wait until it finishes)
General - Wait 150.0 Game Time seconds
Unit - Kill (Unit (Count of Any units in (Region named "Region 001") owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) from Drop Group 1)
_____________
But I think it's not working, because the time elapse conflicts with the time periodic event of 250-300 seconds and also the Wait 600 game seconds in Actions is a conflicting entity.
I want the first ten minutes of game time elapsed to make zerg drop pods. then I want that to nullify that and then use 250-300 seconds for the zerg drop pods to come down. Also, if the infested terrans don't get killed by a player, I want them to die automatically in 150 seconds so that the map won't be saturated with infested terrans.
So how can i alter my triggers?
I hope all makes sense
also, how know how to trigger created units to burrow, but when an enemy player approaches the burrowed hostile (player 15) units, they don't unburrow to attack the player. How can I get them to unburrow when a player approaches them .
i tried the command unburrow trigger but thats not really what i want cause it unburrows right after it burrows, not when a player approaches them to surprise them which i want
First Gate Trigger: When the time elapses 1000, the gate just disappears. But when I tested this trigger, the gate opened perfectly and closed (I used faster seconds to test it faster). What is the problem you think?? here's the trigger.
Second problem, Leviathan trigger. The Leviathan spawns perfectly, but they don't move to the designated regions and then patrol there. Also the warning ping on them doesn't get attached anymore. But before this problem, one of the Leviathan actually moved to the designated spot and patrolled with the warning ping attached to him, but the other didn't, it just stayed at the spawn point. How can I fix this problems?? Trigger:
Hi I have been thinking of putting some environment mechanics in my melee map, but I'm not sure how to make these work: (and the theme of my map is an infested snow station so hence these types of mechanics):
1) Neutral alien species (Spine Crawler) that attacks either player.
2) Neutral alien species again, this time, the Leviathan unit which spawns in 10 mins and then every x minute, yet allowing a maximum of one to be present on the map until killed. An alarm post sounds when there is a Leviathan entering the map (Just like the alarm sounds by the signal posts in the WoL campaign level Zero Hour where when the zerg is about to assault your base, the alarm sounds as a warning).
3) Falling asteroids that lands at a designated "no man's land" asteroid hotspot. (basically asteroids that come down on the map and blast the area which may hurt player units if within the blast radius.)
4) Falling Zerg drop pods with few alien units popping out, just like the idea in 3) .
well the first one is simple, you just need to add a player 15 spine crawler where you want them and if you want them not to need creep then you'll need to modify the spine crawler in the data editor second one requires the data editor third one reqiures triggers
so other than the first one - unless you know how to use the data editor - I can't help you with
being as its your first post I'm going to assume that you don't know how to use the data editor or trigger editor so I(or some one else) will link you some tutorials(you can also find them on your own) I'd suggest you create a new ma to try them on until your comftorable with them so you don't mess up your map.
alright heres the wiki it should be enough to get you started! http://wiki.sc2mapster.com/Main_Page
Welcome to sc2mapster! Feel free to send me a PM if you need anything or have any questions! :)
An altered melee map is a neat idea, and it's actually pretty easy to do.
This one's very easy. Just open the terrain editor, press U on the keyboard to select the units panel, select the spine crawler, select player 15 as the player, and then place it into the map. The spine crawler will die without creep though, so you have two options. First, you could place a creep tumor next to it. Or second, you could remove the creep-dependent behavior via the data editor. To do this, find the spine crawler in the data editor's Unit tab. Then bind the behaviors+ field, and remove the two creep behaviors.
This is a little bit trickier. You'll need a simple trigger for this one, like this:
I'm going to skip answering the third one right now, since I'm a little bit pressed for time :)
This one's similar to #3.
Here, you're creating the group of units, and then creating a drop pod. This seems like the wrong order to do it, but it's just weird like that. The Drop-Pod action takes the brand new units and puts them into a drop pod, which gets sent down and explodes open just like you see in the campaign.
A quick note on the wiki- That's our new wiki, and it's very unfinished. We're slowly adding things to it, but it's far from ready. You can click here to go to our old wiki, which has all the information inside.
1) Also, for the easiest task which is the spine crawler hostile unit which attacks both players, I tried a tutorial online on how to make a custom unit so that the hostile computer spawn crawler doesn't have the same behaviors and data as the regular spine crawler structure that a Zerg player can make. However, when I made my own custom spine crawler (is it a unit or a structure actually? I chose to make it under the "Units" tab and then "Actors". I guess it's a unit because it was in the "Units" tab droplist. But when I did make one, I got an uprooted spine crawler, but I didn't even use the uprooted model for my actor. Also, when I clicked on the regular uprooted spine crawler, it had the same data as my custom spine crawler (I knew since it had the same Art: Scale of 3 as my custom spine crawler) which is weird. Do you think I need to do this in a custom arcade game map and it doesn't work on Melee settings?
Also, when making the hostile player 15, do I need to set a starting location for it and also change the Game Variants to custom teams and not 1v1 Melee? Because technically, there will be 3 players, which includes the computer hostile player 15 along with player 1 and 2 which are the slots for 1v1 players. Thanks!
2) I attempted on creating the Zerg Drop Pod mechanism and these are my triggers:
Untitled Trigger 001
Events
Timer - Every (Random integer between 100 and 101) seconds of Game Time
Local Variables
Conditions
Actions
General - Repeat (Actions) forever
Actions
Unit - Create 5 Infested Terran (From Terran Infestation Rupture) for player 15 at (Random point in Region 001) using default facing (No Options)
Unit - Create 1 Drop-Pod (Zerg) for player 15 at (Position of (Unit 1 from (Units in (Last created units) within (Triggering region), with at most Any Amount))) using default facing (No Options)
...However, my game freezes when I'm testing to see if the Zerg Drop Pods come down on the map. (I suppose the game freezes when the timer initiates the trigger at 100 - 101 seconds). Is this the incorrect way to do it? I could not find "Create (unit) for (unit group)" . The editor trigger only has things like Create unit facing this point, or unit to unit group, it's weird. Do I need to set my map to arcade mode for the triggers to work?? It's a melee map atm.
1) Don't make a new unit. Just use triggers to remove the creep dependency behaviors from the spine crawlers. Also no you don't need to set a start location and change the variants for player 15.
2) Remove the repeat forever. That will cause your game to crash. The event will cause it to be repeated periodically anyways. You have the right actions for it though.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Ok I see. Thx. But for 1), I wish to make a custom spine crawler that is invincible and unelectable. So I have to make a new unit based off the original spine crawler right? Also, how can I alter the spine crawler so that is doesn't mess with original stats of the spine crawler that a zerg human player can make. I wish the player 15 spine crawler to be solely it's own separate entity.
You could use behaviors to completely modify it, this would allow you to while a player can make the same unit, the behaviors would be placed on the unit using triggers therefore they would really be different units.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Oh I see, so just use trigger editor to remove the creep behaviors, but not the data editor (Behaviors+) ? Also, does anyone know how I can keep the standard SC2 melee settings even with using the Liberty Story campaign dependencies? I need the Zerg Drop pod trigger to work properly, thus I need the campaign dependency, however, it is screwing up the regular melee settings, so I cannot build a orbital command, I can train firebats from the barracks, etc, which is not what I want.
Also, does anyone know, for my Zerg Drop Pod and Leviathan spawn question on how to make the timer in different unique intervals? In other words for example:
I wish the zerg drop pods to come flying down at the first 10 minutes of the game.
Now, I want the zerg drop pods to come flying down at a 5 minute interval now, since I gave the players a 10 minute handicap to get their armies stronger. Now, the environment will get harsher with a 5 minute interval, a faster dropping of the zerg pods.
Also, if I don't want the timer to be uniform with all the separate regions on the map, is there a way to make a unique timer for each region so that a specific region will drop zerg pods at 5 minutes while the other region will drop zerg pods in 3 minute intervals? And also, how can I make the time intervals flux? Like Region 1 will start at 10 minutes, then 5 minutes, then 3 minutes, then 4 minutes, then 5 minutes again.
Sorry for horrible organization.
The steps to do so
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
1) Do you know how to make the Neutral slot (default) to be enemies with the hostile (default) but still neutral with both human players? Or is it by default that neutral and hostile will fight? Because I want to add Neutral missile turrets on the map borders to shoot the incoming Hostile Leviathan Unit.
2) Also I tried this trigger:
_____________ Zerg Drop Pod
Events
Timer - Elapsed time is 600.0 Game Time seconds
Timer - Every (Random integer between 250 and 300) seconds of Game Time
Local Variables
Drop Group 1 = (Last created units) <Unit Group>
Conditions
Actions
General - Wait 600.0 Game Time seconds
Unit - Create 5 Infested Terran (From Terran Infestation Rupture) for player 15 at (Random point in Region 001) using default facing (No Options)
Unit Group - Add all units in (Last created units) to Drop Group 1
Campaign - Create Zerg drop pod at (Random point in Region 001) with (Last created units) (Wait until it finishes)
General - Wait 150.0 Game Time seconds
Unit - Kill (Unit (Count of Any units in (Region named "Region 001") owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) from Drop Group 1)
_____________ But I think it's not working, because the time elapse conflicts with the time periodic event of 250-300 seconds and also the Wait 600 game seconds in Actions is a conflicting entity.
I want the first ten minutes of game time elapsed to make zerg drop pods. then I want that to nullify that and then use 250-300 seconds for the zerg drop pods to come down. Also, if the infested terrans don't get killed by a player, I want them to die automatically in 150 seconds so that the map won't be saturated with infested terrans.
So how can i alter my triggers? I hope all makes sense
also, how know how to trigger created units to burrow, but when an enemy player approaches the burrowed hostile (player 15) units, they don't unburrow to attack the player. How can I get them to unburrow when a player approaches them .
i tried the command unburrow trigger but thats not really what i want cause it unburrows right after it burrows, not when a player approaches them to surprise them which i want
Hi two things:
First Gate Trigger: When the time elapses 1000, the gate just disappears. But when I tested this trigger, the gate opened perfectly and closed (I used faster seconds to test it faster). What is the problem you think?? here's the trigger.
Second problem, Leviathan trigger. The Leviathan spawns perfectly, but they don't move to the designated regions and then patrol there. Also the warning ping on them doesn't get attached anymore. But before this problem, one of the Leviathan actually moved to the designated spot and patrolled with the warning ping attached to him, but the other didn't, it just stayed at the spawn point. How can I fix this problems?? Trigger: