this topic has been brought up a handful of times. whether its a preview of a building, or a cursor splat for a spell. no one has figured out a way to make this work yet. hopefully you will be the one to crack it.
even when you change teh .dds image of the cursor it only seems to update when you restart sc2, thus cant be done in realtime in game. if you find a way to do this plz tell us. until then we are stuck with the regular mouse and cursor when coordinating dialogs and abilities.
whew, youre talking about turrets. SHIT!! haha... turrets themselves have associated animation things which is why some spin 360, while others go side to side. youre gonna haveto find that setting and play with it to be able to manipulate it. i havent dont this as ive had no need. but i know ive come across the setting a couple times in my exploration / tinkering from the data editor-
i could be wrong, but i dont know if 'pausing' an animation will affect turret animations the same as regular unit animations. they may, but they may not. i know what little time i ve spent with turrets theres always a catch....
edit; as a proactive approach, maybe isntead of trying to pause the animation you dont know the name of etc... you could 'play an animation' upon the event you are wanting (say attack etc...) and pause THAT animation. sometiems if you cant beat 'em, join 'em.
try the flag 'play forever'?? there are many ways to do this, but keeping it a melee map is the trickey part. so on the birth of the actor do 'play' and check th flag 'play forever' sometimes certain animations are 'bitchy' and dont wnt to work as you would nomrally expect. others, take FOREVER to repeat the loop, but do repeat, like once the animation finished and you think it should start, it wont start for like 10-20 seconds later. anyways, keeping it a melee map, those actor events are your vest friend. you could use timers too! on actor birth start timer A. timer a expires play yamato animation and start timer b. timer b expires play yamato animation restart timer a (you may be able to use 1 timer with this method, but oyu may also have to use 2, not sure as im not going to do the grunt work for ya!! but its a theory my friend-)
good find zarakk! good way to make some interesting 'machines'... ill post a sshot of some things ive been playing with. nothing as good as you guys but its all i got!
the first few are just some 'temple' / 'golden city' thing i started at work tonight (im working graveyard so i bring my laptop...). my next temple will kick ass, ive got some great ideas for it!
the 3rd has some 'oil refining' stuff my map partner made. the whole cave has a roof so it seems enclosed in 1st peron from the inside, but the next picture is sc2 default so you can see into the cave still.
the next 2 are just playing with some doodads sizing /hdr stuff. and some sweet stairs. (i just made the stairs, didnt make them lookpretty or line up with anything obviously...) would have to make the terrain hidden and slope it up, then make rocks/etc... lowered to appear like a ground underneath it and make the stairs functional. but cool looking stairs i think... as the 'sky bridge' is just the bridge resized to walking lengths.
the last is a house i made with some paneling stuff resized from ingame. the same 'inhouse' applies, from within the ceiling is always visible, but on the outside once you enter it goes invisible. my game give the player a choice of view / control mode in game so its important to make me all work. :) theres also an attached 'rustic kinda 'raw' paneling of a tube resized to hell... haha... resizing is the name of my game! not the best, but with some more creativity itll find a better place no doubt..
the last is a 'refinery' location my partner made. hes pretty creative!
i dont know what your problem is with the textures. i dont think many people understand them. they are a bit different than sc1,wc3 in the way they function. its a lot better now, but mroe in depth, just like the data editor. maybe ive just picked it up as im trying to save space on my maps, and i notice when people texture their terrains they just 'add' textures and 'blend' textures putting layer upon layer upon layer of textures down. making a map 3x as big as it should be.
ive gone into a map that was over 2mb, and by knowing the tools and knowing how to remove the underlying layers, reduced it to 700kb. anyways, i tried your map as everyone here said it was bugged.... took me 10 seconds and it works fine. ill upload it, and heres a screenshot of your city area in concrete...
late edit: i think the korhal 3 (concretre blends nicely as just every other texture does) they use an oppacity/alpha settings so they all blend just as good as the other. now personal choice of which style to match with others is another story. but korhal3 and dirt blends really well IMO (can look really natural like a 'dust' or 'dirt' sort of blew up and made the edge look dirty.
yeah my map uses..... 5 custom textures? heck i dont even pay attention to what tilset as i just wind up changing the fade textures / cliffs / skybox etc....
make 2 dummy buildings invisible right on top of the barracks. each one owned by each player and can build w/e units you want.
make dummy buildings flagged 'unselectable'
trigger when you select neutral building it autoselects the appropriated invisible actor building you made unselectable (triggers will select it, though you cant click / drag select it)
make the selection radius equal to the neutral building. so when it autoselects your dummy building it appears you have the neutral building selected.
i hate triggers, but its a workaround. i see no problem why this wouldn't work. sorry to suggest such a barbaric method, but itll get you there i beleive.
whole grain bread (any variety) lettuce, light mayo, onions, american cheese off a block (thin slices) and a SHIT TON of roast beef fresh shaved off the block.
hell actually anything as long as its fresh and isnt processed/packaged too much or been in the fridge for too long....
to make the unit die of any effect while the parasite effect is on him, just make a modification+ under combat, chance 1 (100%) with effect of spawn unit. to make it so it only dies if from the dot, cant think of osmething off the top of my head, i got a lot of stuff on my plate atm with my map sry...
no definitely not a waste. didnt mean to come off that way. i was just thinking about how to help you with your heightmap and came across that neat tool. this definitely helped you as a mapper in general though, you solved some water level stuff and all that. and you produced an awesome realistic earth map. keep 'er up amigo-
you dont need to really worry about the path when you import it, if you reazlize that its not the right path, just right click and say 'move file' and type in the path you want it to be 'nested in'.
you could do as above, or on the effect of 'apply behavior' make a validator on that of type 'unit behavior count' and make it 'equal to 0' with a behvaior validation check of 'medivac healing' (or whatever buff youre using to heal units). so it will only apply the behavior if they have no buff of type 'medivac healing' or whatever youre using.
what if you used a picture from a map (google map, britanica, w/e), imported it as a decal then stretched it to the 256x256 to 'tattoo' the ground like that one guys tutorial. it would be like tracing to raise the terrain. just a thought....
edit: even better, heres an app some1 made using a heightmap it creates the file that you can then open in sc2 editor and use. so a 'perfect' map is easily done this way as well;
it looks really good. antarctica looks freaking huge. its going to either be an extyrememly pivotal land mass (the new asia) or be a barren and barely used clump of landmass. i think it would play better if atarctica were 1/2 the height it currently is. but it does look pretty darn good overall!
0
this topic has been brought up a handful of times. whether its a preview of a building, or a cursor splat for a spell. no one has figured out a way to make this work yet. hopefully you will be the one to crack it.
even when you change teh .dds image of the cursor it only seems to update when you restart sc2, thus cant be done in realtime in game. if you find a way to do this plz tell us. until then we are stuck with the regular mouse and cursor when coordinating dialogs and abilities.
0
whew, youre talking about turrets. SHIT!! haha... turrets themselves have associated animation things which is why some spin 360, while others go side to side. youre gonna haveto find that setting and play with it to be able to manipulate it. i havent dont this as ive had no need. but i know ive come across the setting a couple times in my exploration / tinkering from the data editor-
i could be wrong, but i dont know if 'pausing' an animation will affect turret animations the same as regular unit animations. they may, but they may not. i know what little time i ve spent with turrets theres always a catch....
edit; as a proactive approach, maybe isntead of trying to pause the animation you dont know the name of etc... you could 'play an animation' upon the event you are wanting (say attack etc...) and pause THAT animation. sometiems if you cant beat 'em, join 'em.
0
try the flag 'play forever'?? there are many ways to do this, but keeping it a melee map is the trickey part. so on the birth of the actor do 'play' and check th flag 'play forever' sometimes certain animations are 'bitchy' and dont wnt to work as you would nomrally expect. others, take FOREVER to repeat the loop, but do repeat, like once the animation finished and you think it should start, it wont start for like 10-20 seconds later. anyways, keeping it a melee map, those actor events are your vest friend. you could use timers too! on actor birth start timer A. timer a expires play yamato animation and start timer b. timer b expires play yamato animation restart timer a (you may be able to use 1 timer with this method, but oyu may also have to use 2, not sure as im not going to do the grunt work for ya!! but its a theory my friend-)
0
good find zarakk! good way to make some interesting 'machines'... ill post a sshot of some things ive been playing with. nothing as good as you guys but its all i got!
the first few are just some 'temple' / 'golden city' thing i started at work tonight (im working graveyard so i bring my laptop...). my next temple will kick ass, ive got some great ideas for it!
the 3rd has some 'oil refining' stuff my map partner made. the whole cave has a roof so it seems enclosed in 1st peron from the inside, but the next picture is sc2 default so you can see into the cave still.
the next 2 are just playing with some doodads sizing /hdr stuff. and some sweet stairs. (i just made the stairs, didnt make them lookpretty or line up with anything obviously...) would have to make the terrain hidden and slope it up, then make rocks/etc... lowered to appear like a ground underneath it and make the stairs functional. but cool looking stairs i think... as the 'sky bridge' is just the bridge resized to walking lengths.
the last is a house i made with some paneling stuff resized from ingame. the same 'inhouse' applies, from within the ceiling is always visible, but on the outside once you enter it goes invisible. my game give the player a choice of view / control mode in game so its important to make me all work. :) theres also an attached 'rustic kinda 'raw' paneling of a tube resized to hell... haha... resizing is the name of my game! not the best, but with some more creativity itll find a better place no doubt..
the last is a 'refinery' location my partner made. hes pretty creative!
0
i dont know what your problem is with the textures. i dont think many people understand them. they are a bit different than sc1,wc3 in the way they function. its a lot better now, but mroe in depth, just like the data editor. maybe ive just picked it up as im trying to save space on my maps, and i notice when people texture their terrains they just 'add' textures and 'blend' textures putting layer upon layer upon layer of textures down. making a map 3x as big as it should be.
ive gone into a map that was over 2mb, and by knowing the tools and knowing how to remove the underlying layers, reduced it to 700kb. anyways, i tried your map as everyone here said it was bugged.... took me 10 seconds and it works fine. ill upload it, and heres a screenshot of your city area in concrete...
late edit: i think the korhal 3 (concretre blends nicely as just every other texture does) they use an oppacity/alpha settings so they all blend just as good as the other. now personal choice of which style to match with others is another story. but korhal3 and dirt blends really well IMO (can look really natural like a 'dust' or 'dirt' sort of blew up and made the edge look dirty.
0
yeah my map uses..... 5 custom textures? heck i dont even pay attention to what tilset as i just wind up changing the fade textures / cliffs / skybox etc....
not sure why youre experiencing this...
0
a cheesy workaround;
make the barracks;
make 2 dummy buildings invisible right on top of the barracks. each one owned by each player and can build w/e units you want.
make dummy buildings flagged 'unselectable'
trigger when you select neutral building it autoselects the appropriated invisible actor building you made unselectable (triggers will select it, though you cant click / drag select it)
make the selection radius equal to the neutral building. so when it autoselects your dummy building it appears you have the neutral building selected.
i hate triggers, but its a workaround. i see no problem why this wouldn't work. sorry to suggest such a barbaric method, but itll get you there i beleive.
0
whole grain bread (any variety) lettuce, light mayo, onions, american cheese off a block (thin slices) and a SHIT TON of roast beef fresh shaved off the block.
hell actually anything as long as its fresh and isnt processed/packaged too much or been in the fridge for too long....
a side of au jus never hurt either-
0
well sure, but elaborate more as to how you set it up plz
0
to make the unit die of any effect while the parasite effect is on him, just make a modification+ under combat, chance 1 (100%) with effect of spawn unit. to make it so it only dies if from the dot, cant think of osmething off the top of my head, i got a lot of stuff on my plate atm with my map sry...
0
no definitely not a waste. didnt mean to come off that way. i was just thinking about how to help you with your heightmap and came across that neat tool. this definitely helped you as a mapper in general though, you solved some water level stuff and all that. and you produced an awesome realistic earth map. keep 'er up amigo-
0
@xcorbo: Go
you dont need to really worry about the path when you import it, if you reazlize that its not the right path, just right click and say 'move file' and type in the path you want it to be 'nested in'.
0
you could do as above, or on the effect of 'apply behavior' make a validator on that of type 'unit behavior count' and make it 'equal to 0' with a behvaior validation check of 'medivac healing' (or whatever buff youre using to heal units). so it will only apply the behavior if they have no buff of type 'medivac healing' or whatever youre using.
0
@XYZMuffin: Go
just had a thought....
what if you used a picture from a map (google map, britanica, w/e), imported it as a decal then stretched it to the 256x256 to 'tattoo' the ground like that one guys tutorial. it would be like tracing to raise the terrain. just a thought....
edit: even better, heres an app some1 made using a heightmap it creates the file that you can then open in sc2 editor and use. so a 'perfect' map is easily done this way as well;
0
it looks really good. antarctica looks freaking huge. its going to either be an extyrememly pivotal land mass (the new asia) or be a barren and barely used clump of landmass. i think it would play better if atarctica were 1/2 the height it currently is. but it does look pretty darn good overall!