The main reason I would want to protect maps is to prevent all these slightly modified or possibly unbalanced unofficial versions from coming out, causing confusion and additional downloads. Although that is not a problem now, it might be when SC2 comes out in.
What do you mean copy everything that has the unit name in it?
I can't figure out how to get a single actor to link with multiple units.
The way I mainly duplicate things is the main actor, the main model, the weapon, and the weapon's daamge effect. I duplicate the main model in case I want to change the physical appearence of the duped unit (like making it look bigger compared to the original). Hope that isn't too much of duplication.
Basically when there are missing human players, I want those players to be replaced by computers. Is there another way besides "giving" units to an already existing computer?
Someone's replicating the popular top down bullet hell shooter Touhou :
I'd say he did a damn good job. I am most impressed with the effects and how great they look. I mean, in such a short time frame since this editor's been out. It's amazing.
You have to set the actors that's associated with the weapon's effects. Besides making one from scratch, duplicate the associated actors (you dont have to duplicate the models/sounds, just the actor itself) and set the actor to the corresponding effect or weapon via tokens or fields. It's simple for some weapons, but not so simple for others because there are links all over the place if you want to make it sound and look exactly the same. I find the "Explain Link" feature when you right click on an item helps ALOT.
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Patch is up but bnet is down so you cant publish yet.
There's some sort of map protection because it gives the option of "locking" editing when you publish.
Some more details on publishing: http://forums.battle.net/thread.html?topicId=25026453020&sid=5000
hmmm 5 maps per user, 20MB max total, 10MB max a map
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Map Publishing is now enabled: Using the map editor, you can upload your custom maps to share with the Battle.net community.
YES!
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The evil of floating point errors :(
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The main reason I would want to protect maps is to prevent all these slightly modified or possibly unbalanced unofficial versions from coming out, causing confusion and additional downloads. Although that is not a problem now, it might be when SC2 comes out in.
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What do you mean copy everything that has the unit name in it?
I can't figure out how to get a single actor to link with multiple units.
The way I mainly duplicate things is the main actor, the main model, the weapon, and the weapon's daamge effect. I duplicate the main model in case I want to change the physical appearence of the duped unit (like making it look bigger compared to the original). Hope that isn't too much of duplication.
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Basically when there are missing human players, I want those players to be replaced by computers. Is there another way besides "giving" units to an already existing computer?
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Say changing from None to Computer w/ an AI script.
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Will this mess up any maps that were made in older versions of the editor?
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Triggering Unit will do as Dying Unit
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@Jdman17: Go
yea top down shooter that's what i really meant :p
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Someone's replicating the popular top down bullet hell shooter Touhou :
I'd say he did a damn good job. I am most impressed with the effects and how great they look. I mean, in such a short time frame since this editor's been out. It's amazing.
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does it say a function or a trigger that caused it?
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yea ultralisk is pretty tricky since the associated actor is the main actor and is linked between the weapon instead of the effect
goto your copied Ultralisk actor (it's of type Unit), then double click on the events+ field, you should see a list of actor events
the ones of interest are the red flag bullets, find the WeaponStart.Ultralisk.* ones. Change their source names to the one you copied.
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You have to set the actors that's associated with the weapon's effects. Besides making one from scratch, duplicate the associated actors (you dont have to duplicate the models/sounds, just the actor itself) and set the actor to the corresponding effect or weapon via tokens or fields. It's simple for some weapons, but not so simple for others because there are links all over the place if you want to make it sound and look exactly the same. I find the "Explain Link" feature when you right click on an item helps ALOT.
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so player x needs to be a computer player that already exists?