nevermind.. after a long time of trial and error i figured out that you need to edit the top parts of " event - event - terms " on the actor. and you have to edit the unit section to the unit you want to connect to.
(If your duplicating is for some reason not working, it has to do with the ID: of the unit/actor/ and model.)
I guess ID is a new thing blizzard implemented to make things connect by themselves...
This is the kind of answer i would have greatly appreciated an hour and a half ago ^^
i check in all actors/effects/weapons (this works for duplicating structures for my td)
problem: the actor doesn't follow... i try attaching actors to it by going to the actor tab and making one or duplicating the scv actor and under the token - unit name i change it to my builder which is called "adefault governor"
can't attach an actor to this unit for the life of me, help please. whats going wrong with this process?
You would get most of the credit since you would be doing a lot of the work load in the data editor, I'm very slow at data editing and i can't always get what i want out of it.
This is for the recreation of the Burbenog TD from wc3.
Terrain is completed.
triggers are pretty much done.. (need data)
in the data editor i need 3 builders(ice, fire, poison) and 3 towers for each race. also 10 units for the waves (i can edit health/speed in triggers)
by the end it should look like 11 builders(fire, ice, poison, earth, dark...), 3 tier 1, some tier2, some tier3, hybrid towers, 3 heroes for each race, and lastly 50 levels (including air/invisible/ect... type levels ) It's a team TD where every player picks a builder and they can pay each other for towers that they would like to have for their corner of the map, as the game goes on they will recieve vespene which will allow different builders or heroes.
Trading will be like this: (probably improved with the sc2 editor being so limitless)
ie: "build me an icelauncher where my worker is standing, i gave you 80 minerals"
This was an extremely popular wc3 map, its the kind of cg that gets people to actually buy sc2 :P
-i'm sure later i will do something to improve this trading feature, like the player that wants the tower will be able to visually show where to build the structure.
I'm creating a TD.
Everything is simple but when i open the data editor i want to track down the creators of the galaxy editor and slaughter them.
Let me give you an example of what i'm trying to do... make a tower, customize that tower, reproduce that tower for different levels and only make minor changes like damage and aoe to the copies of the starting tower.
I start with something already in the game because i have no clue how to make a unit from scratch.
-right click on photon cannon and duplicate. (in the wc3 editor this would already 80% done however, the sc2 editor makes it 0.01% completed).
-the tower doesnt work unless I edit everything that has (copy), like actors/weapons/effects/sounds. to put this into perspective for wc3 map editors it feels like in order to make a single tower i have to edit about 5-10 things in 5 different "unit editor" tabs.
all the work to make a single tower is completely unnecessary and in the wc3 editor its a mere 1-2 minute job, in the sc2 editor it appears to be a 10-30 minute job. (If i'm wrong please please please help because i want to make a map that people can enjoy, including myself and my friends)
I have all the triggers set up for the map, all that's left is creating towers, units, and maybe a hero for each of my different builder types. can somebody help me if they think they have an easier way around using the data editor. I've noticed that the maps that are out are very limited... like 2 decent TDs and some hero/tug of war games.
Is the reason for the lack of maps due to the popularity system or is it the galaxy editor being too much work to use? I'm starting to think that it's actually impossible to make a map without a team.
Unit - Any Unit Enters a distance of 1.0 from Unit
my goal: to generalize the 'unit'
i'm making a 14 player game where units run into something and they collect it. 14 ultralisks don't fit into 'unit' very well =/
I could do each ultralisk individually but i'm using this event for different triggers as well and that could take days to complete.
what i'd like to see is : Unit - Any Unit Enters a distance of 1.0 from (Unit of unit type (ultralisk))
so the triggering unit walks too close to one of the ultralisks.. but i want to refer to the ultralisk that the triggering unit got too close to later in the trigger too.
I've spent a long time trying to do searches on WASD movement and 3rd person view but none of them actually say how to get it working properly. Whenever i try to do it the camera doesnt actually follow.. it just looks at the unit.
nvm lock camera input was making it not work
Didn't know where else to post this.
Can anyone tell me how to take a map off of experimental status? I feel like this information should be put into plain sight by the creators of this site =x
Hello. create a trigger that uses map initialization with an action as: Player - Make player 1 and player 2 treat each other as Ally With Shared Vision
OR
I havent made a melee map yet but from what i see from your picture is a Team placement (advanced) tab... If you made "STARTING POINT" for each player in your game you should be able to assign teams using that tab.
What you have done is assigned colors to players.. nothing more
it would help if you said what you're trying to do. there are reasons why it is set up like that.. and theres multiple ways to set up an arguement without even using the rest of the unit is created.
You should be able to use integer variables for pretty much anything, you just have to be creative :)
to destroy you can find the Destroy (variable) dialog or you can just Hide it if you wanted to use it again later.
I know theres a way to get the client without having a key, as soon as you start up the client it should patch and give you the map editor. I've heard of people downloading the client off of a torrent website.
Ok.. instead of using all the fade time cinematic nonsense. you can spawn the hatchery/drones/and overlord for a player that you wont be using, ie for me: player 3. After the 5second countdown i pick all units then do an if then action and make the "if" = hatchery/drones/and overlord(unit group) = owned by player 3, then = change ownership of all picked units to player 1: me.
I was working on it more and i found a really nice way to do it. (ofcourse you spawn 6 drones and 1 overlord in the appropiate positions)
take note that a unit Nearby the region of the main base will cast the larva spawn onto the hatchery.
cinematic fade out time : 0
hide mouse ui
after creating hatchery:
Environment - Create Queen - Spawn Mutant Larva (Apply Spawn Behavior) on (Last created unit) from (Closest unit to Main base region in (Any units in (Entire map) owned by player Any Player matching No Unit Filter, with at most Any Amount))
wait 2 seconds
pause all units
start 5 second countdown
3seconds..
cinematic fade in time: 6 seconds
2seconds..
show mouse ui
1second..
unpause all units
different trigger:
unit enters region
unit = larva
(Larva count for (Owner of (Triggering unit)), counting Complete) == 4
action:
remove triggering unit.
Turn current trigger off
I didn't bother to see if i could just change the projectile speed of the larva from the effect so that i wouldn't have to pause the game, if you want to perfect this way of getting it done you should look into the data editor and creating an ability that is an exact copy of the spawn mutant larva except for projectile time and #of units spawned.
PM if you need help to get something done in this sort of gimmicky way.
0
nevermind.. after a long time of trial and error i figured out that you need to edit the top parts of " event - event - terms " on the actor. and you have to edit the unit section to the unit you want to connect to. (If your duplicating is for some reason not working, it has to do with the ID: of the unit/actor/ and model.) I guess ID is a new thing blizzard implemented to make things connect by themselves...
This is the kind of answer i would have greatly appreciated an hour and a half ago ^^
0
when i try to duplicate an scv or probe
i check in all actors/effects/weapons (this works for duplicating structures for my td)
problem: the actor doesn't follow... i try attaching actors to it by going to the actor tab and making one or duplicating the scv actor and under the token - unit name i change it to my builder which is called "adefault governor"
can't attach an actor to this unit for the life of me, help please. whats going wrong with this process?
0
You would get most of the credit since you would be doing a lot of the work load in the data editor, I'm very slow at data editing and i can't always get what i want out of it.
This is for the recreation of the Burbenog TD from wc3. Terrain is completed. triggers are pretty much done.. (need data) in the data editor i need 3 builders(ice, fire, poison) and 3 towers for each race. also 10 units for the waves (i can edit health/speed in triggers)
by the end it should look like 11 builders(fire, ice, poison, earth, dark...), 3 tier 1, some tier2, some tier3, hybrid towers, 3 heroes for each race, and lastly 50 levels (including air/invisible/ect... type levels ) It's a team TD where every player picks a builder and they can pay each other for towers that they would like to have for their corner of the map, as the game goes on they will recieve vespene which will allow different builders or heroes.
Trading will be like this: (probably improved with the sc2 editor being so limitless) ie: "build me an icelauncher where my worker is standing, i gave you 80 minerals"
This was an extremely popular wc3 map, its the kind of cg that gets people to actually buy sc2 :P -i'm sure later i will do something to improve this trading feature, like the player that wants the tower will be able to visually show where to build the structure.
heres what it looks like http://tinypic.com/view.php?pic=23r5vzc&s=7 i promise this won't be garbage ;)
0
I'm creating a TD. Everything is simple but when i open the data editor i want to track down the creators of the galaxy editor and slaughter them.
Let me give you an example of what i'm trying to do... make a tower, customize that tower, reproduce that tower for different levels and only make minor changes like damage and aoe to the copies of the starting tower.
I start with something already in the game because i have no clue how to make a unit from scratch. -right click on photon cannon and duplicate. (in the wc3 editor this would already 80% done however, the sc2 editor makes it 0.01% completed). -the tower doesnt work unless I edit everything that has (copy), like actors/weapons/effects/sounds. to put this into perspective for wc3 map editors it feels like in order to make a single tower i have to edit about 5-10 things in 5 different "unit editor" tabs.
all the work to make a single tower is completely unnecessary and in the wc3 editor its a mere 1-2 minute job, in the sc2 editor it appears to be a 10-30 minute job. (If i'm wrong please please please help because i want to make a map that people can enjoy, including myself and my friends)
I have all the triggers set up for the map, all that's left is creating towers, units, and maybe a hero for each of my different builder types. can somebody help me if they think they have an easier way around using the data editor. I've noticed that the maps that are out are very limited... like 2 decent TDs and some hero/tug of war games.
Is the reason for the lack of maps due to the popularity system or is it the galaxy editor being too much work to use? I'm starting to think that it's actually impossible to make a map without a team.
0
@s3rius: Go
"1) Make an event for every ultra :(" it is then... :( g,g
0
Unit - Any Unit Enters a distance of 1.0 from Unit my goal: to generalize the 'unit'
i'm making a 14 player game where units run into something and they collect it. 14 ultralisks don't fit into 'unit' very well =/
I could do each ultralisk individually but i'm using this event for different triggers as well and that could take days to complete.
what i'd like to see is : Unit - Any Unit Enters a distance of 1.0 from (Unit of unit type (ultralisk))
so the triggering unit walks too close to one of the ultralisks.. but i want to refer to the ultralisk that the triggering unit got too close to later in the trigger too.
HELP!
0
I've spent a long time trying to do searches on WASD movement and 3rd person view but none of them actually say how to get it working properly. Whenever i try to do it the camera doesnt actually follow.. it just looks at the unit. nvm lock camera input was making it not work
0
Is it possible to change the URL of my map, currently it says /learnterran .. ect.. i want it to say /learningmap =/
I changed the name of it because i got feedback which told me to.
0
Didn't know where else to post this.
Can anyone tell me how to take a map off of experimental status? I feel like this information should be put into plain sight by the creators of this site =x
0
@UsulSK: Go
Hello. create a trigger that uses map initialization with an action as: Player - Make player 1 and player 2 treat each other as Ally With Shared Vision
OR
I havent made a melee map yet but from what i see from your picture is a Team placement (advanced) tab... If you made "STARTING POINT" for each player in your game you should be able to assign teams using that tab. What you have done is assigned colors to players.. nothing more
0
@gyzmo_k: Go
it would help if you said what you're trying to do. there are reasons why it is set up like that.. and theres multiple ways to set up an arguement without even using the rest of the unit is created.
0
You should be able to use integer variables for pretty much anything, you just have to be creative :) to destroy you can find the Destroy (variable) dialog or you can just Hide it if you wanted to use it again later.
0
@rlpp: Go
I know theres a way to get the client without having a key, as soon as you start up the client it should patch and give you the map editor. I've heard of people downloading the client off of a torrent website.
0
Ok.. instead of using all the fade time cinematic nonsense. you can spawn the hatchery/drones/and overlord for a player that you wont be using, ie for me: player 3. After the 5second countdown i pick all units then do an if then action and make the "if" = hatchery/drones/and overlord(unit group) = owned by player 3, then = change ownership of all picked units to player 1: me.
0
I was working on it more and i found a really nice way to do it. (ofcourse you spawn 6 drones and 1 overlord in the appropiate positions) take note that a unit Nearby the region of the main base will cast the larva spawn onto the hatchery.