They should ban the official campaign map The Dig because one of the triggers in the editor is named Drillme which is a blatant sexual reference.
After playing Ultimate Tank Defense the other night, I just KNEW the Swastika shape that the mobs ended up forming completely coincidentally would be the reason for it's ultimate ban.. Damn I wish I would have posted that before they knew the reason so I coulda sounded like a prophet or something..
You could probably add an effect to the the unit's weapon that removes cloak when if fires.
There's also probably a flag in the cloak Behavior Validator (Remove) that you can set. It would be something like Caster Not in Combat or Caster not Attacking.
They're smaller than regions. That's the main thing. Point is X,Y Coords. A Region is X,Y coords, X,Y size and shape identifier. That alone makes it at least double the size of a point. It's possible that it's more work to place something at the center of a region too.
I'm sure the size is negligible for most maps though.
I mostly just use points to comment on the terrain. I think my map references like 5 points in the trigger editor. The rest are just notes to self telling me some doodad or texture looks retarded in it's current location.
Also consider what this all looks like in game. Sure, it might look a little weird zoomed out but when you get up close many of the things that make the map look "manufactured" are hidden.
It could use a little noise in the height map too. Not too much. Set amplitude really low like .07 and speed to slow and go over it once.
You could also just convert it to Mar Sara tilestet, sprinkle all the textures everywhere using noise with small increments and get a good rustic texture that works because with all the sand and stuff you actually expect the landscape to look a little barren. :)
As far as I know, you can't. At least, the maps I've seen created by people better than me haven't used them. All the maps I see have the abilities mapped to the top row of letters QWERTY.
edit:
oops, Didn't realize this post was so old.. Jeez I think my forum sorting is messed up...
I'm pretty sure they mean that the lights weren't showing up in the editor. They work fine in game.
I'm sure you've figured it out by now since this post is quite old and possibly made before this was added but comma and period scrolls through the variations of the doodad.
Since this thread is about the Decals doodad, have any of you been able to get a decal to show up over a road from all angles. I have a decal placed on a road and it looks good from some angles but if I zoom out a little, it disappears. It does it in the game and out.
I figured it out. It's case sensitive when it checks the word of the string via a condition, but it's not when it was defined in the event.
Ty Barakatx. Good thing you used an all lower case string because it was EXACTLY the same as what I had except for the capitalization but yours worked and mine didn't.
IntVar is an Integer defined some time after map initialization and WordlistString is just a string with different words. The problem seems to be that Integer Variables for events are checked at map initialization and don't change even if IntVar is changed.
While debugging, this event triggers the actions whenever anything is typed in chat. Now, I figured I could just add a condition to see if what was typed was the same as the word of Wordstring that my variable defines. This is the only Condition I found that matches:
(Enteredchatstring)==(WordIntVarofWordlistString)
It doesn't work though.
I don't know what else to add. Any help would be appreciated.
In the Trigger editor you could look at unit is idle event or Idle condition.
In the data editor, I would look at the Overlord's spew creep ability. I'm not exactly sure of it's name. It's the opposite and only generates creep while the overlord is standing still.
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They should ban the official campaign map The Dig because one of the triggers in the editor is named Drillme which is a blatant sexual reference.
After playing Ultimate Tank Defense the other night, I just KNEW the Swastika shape that the mobs ended up forming completely coincidentally would be the reason for it's ultimate ban.. Damn I wish I would have posted that before they knew the reason so I coulda sounded like a prophet or something..
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@7MM3: Go
I haven't actually used Modal dialog boxes yet. It should work as you said though by preventing you from doing anything until the dialog is closed.
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@Metrael: Go
The unit would need a Hold Fire ability like the ghost has. It prevents them from automatically engaging units.
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@Metrael: Go
You could probably add an effect to the the unit's weapon that removes cloak when if fires.
There's also probably a flag in the cloak Behavior Validator (Remove) that you can set. It would be something like Caster Not in Combat or Caster not Attacking.
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@PrivateTickles: Go
http://forums.sc2mapster.com/development/tutorials/893-data-terrain-bridges-a-terrain-objects-and-footprints/
I cheated and just raised the terrain under my bridge so it just looks like they're crossing. It doesn't work from all angles though.
http://i.imgur.com/JjbV6.jpg
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@immor7a1: Go
I don't know if it's most efficient to do it with 144 regions, but It'd sure as heck be easier to read.
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Make a 3rd region that covers the area of the overlapping two would be way easier..
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They're smaller than regions. That's the main thing. Point is X,Y Coords. A Region is X,Y coords, X,Y size and shape identifier. That alone makes it at least double the size of a point. It's possible that it's more work to place something at the center of a region too.
I'm sure the size is negligible for most maps though.
I mostly just use points to comment on the terrain. I think my map references like 5 points in the trigger editor. The rest are just notes to self telling me some doodad or texture looks retarded in it's current location.
0
Also consider what this all looks like in game. Sure, it might look a little weird zoomed out but when you get up close many of the things that make the map look "manufactured" are hidden.
It could use a little noise in the height map too. Not too much. Set amplitude really low like .07 and speed to slow and go over it once.
You could also just convert it to Mar Sara tilestet, sprinkle all the textures everywhere using noise with small increments and get a good rustic texture that works because with all the sand and stuff you actually expect the landscape to look a little barren. :)
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@Magnevv: Go
As far as I know, you can't. At least, the maps I've seen created by people better than me haven't used them. All the maps I see have the abilities mapped to the top row of letters QWERTY.
edit: oops, Didn't realize this post was so old.. Jeez I think my forum sorting is messed up...
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@kozm0naut: Go
I'm pretty sure they mean that the lights weren't showing up in the editor. They work fine in game.
I'm sure you've figured it out by now since this post is quite old and possibly made before this was added but comma and period scrolls through the variations of the doodad.
Since this thread is about the Decals doodad, have any of you been able to get a decal to show up over a road from all angles. I have a decal placed on a road and it looks good from some angles but if I zoom out a little, it disappears. It does it in the game and out.
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RileyStarcraft made a tutorial for creating an ability from scratch.
http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-create-shockwave.html
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@barakatx2: Go
I figured it out. It's case sensitive when it checks the word of the string via a condition, but it's not when it was defined in the event.
Ty Barakatx. Good thing you used an all lower case string because it was EXACTLY the same as what I had except for the capitalization but yours worked and mine didn't.
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I had This
IntVar is an Integer defined some time after map initialization and WordlistString is just a string with different words. The problem seems to be that Integer Variables for events are checked at map initialization and don't change even if IntVar is changed.
I changed it to
While debugging, this event triggers the actions whenever anything is typed in chat. Now, I figured I could just add a condition to see if what was typed was the same as the word of Wordstring that my variable defines. This is the only Condition I found that matches:
It doesn't work though.
I don't know what else to add. Any help would be appreciated.
0
In the Trigger editor you could look at unit is idle event or Idle condition.
In the data editor, I would look at the Overlord's spew creep ability. I'm not exactly sure of it's name. It's the opposite and only generates creep while the overlord is standing still.