mods are working, you need to put your mod in the mods folder in your starcraft 2 directory.
I think I figured out the problem, there's a Mods directory under My Documents where I was putting them (the default save location) but there's also one under Program Files where the editor was looking for it.
If I create a new mod and save it in my Starcraft II Beta/Mods folder, it doesn't show up when I try to add it as a dependency for another map. Has anyone actually gotten mods working, because I'm starting to wonder if they're even implemented yet.
I opened up Lost Temple and it added a new menu item to the editor called "Section" which looked like it had something to do with an integrated VCS. It seems to only be enabled when you open up certain Blizzard maps, though.
There's a "Create Effect At Point" trigger action. If you want to play a one shot animation, make it a damage effect with the amount set to zero. If you want a looping animation that'll play for a set amount of time or permanently use a persistent effect with the expire delay set to however long you want it to last. Then create a Model actor and set up the events so it's attached to the event.
The number of triggers has zero bearing on lag. The only thing that matters (as far as WASD goes) is latency and there's nothing you can do about that as a mapmaker.
Online FPS maps are always going to be a gimmick as SC2 does not have client side prediction and that's basically a necessity for fast-twitch action games.
I've been working on a TD map for the last few weeks, and I just published the first beta version on battle.net. Search for "Riley" and it should be the first thing that comes up. This is a single player only map - although everything is built with multiplayer support, the map itself was designed for one player.
Features:
- 13 unique towers in three tiers, most with multiple upgrade levels.
- 4 support structures.
- 3 heroes, each with 3-4 unique abilities.
- 36 different research options ranging from damage upgrades to new abilities.
- 20 waves of creeps. Eventually this will be expanded to 40.
- Some creeps have special abilities, such as auras, or the ability to blink.
- Two boss fights with unique mechanics.
Any bug reports or feedback is greatly appreciated.
0
@Etravex: Go
I think you're going to need to do a full custom dialog. The leaderboard stuff is really inflexible.
0
@Eldrazor: Go
Lower cliff levels all the way down. Certain tilesets have a bottom, others don't - you can actually change this in the data editor.
0
I don't think you understand the problem. The button appears any time you use an ability of type "Warp Train", not just using the Warp Gate's ability.
0
I think I figured out the problem, there's a Mods directory under My Documents where I was putting them (the default save location) but there's also one under Program Files where the editor was looking for it.
0
Any ideas on how to change the button icon and text that shows up when you have a Warp Train ability? Or at least hiding it?
I'm using Warp Train for something, but not Warp Gates, so the button that shows up is a bit misleading.
0
@desiderius1: Go
Any non-default triggers or custom data (except for a couple of cosmetic things like texture sets) changes the map type to custom.
0
If I create a new mod and save it in my Starcraft II Beta/Mods folder, it doesn't show up when I try to add it as a dependency for another map. Has anyone actually gotten mods working, because I'm starting to wonder if they're even implemented yet.
0
@madmaxII: Go
http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-duplicate-unit-in-data.html
For your second question, "Uncommandable" is one of the options in the Flags field for units.
0
Timed life for units is achieved with a behavior that triggers a "kill self" effect when it expires.
0
File->Preference->Test Document->Default Speed->Faster
0
I opened up Lost Temple and it added a new menu item to the editor called "Section" which looked like it had something to do with an integrated VCS. It seems to only be enabled when you open up certain Blizzard maps, though.
0
There's a "Create Effect At Point" trigger action. If you want to play a one shot animation, make it a damage effect with the amount set to zero. If you want a looping animation that'll play for a set amount of time or permanently use a persistent effect with the expire delay set to however long you want it to last. Then create a Model actor and set up the events so it's attached to the event.
0
@madmaxII: Go
In the terrain editor press H to open the pathing tool, set it to "No Building" and then paint where you want units to be able to walk but not build.
0
The number of triggers has zero bearing on lag. The only thing that matters (as far as WASD goes) is latency and there's nothing you can do about that as a mapmaker.
Online FPS maps are always going to be a gimmick as SC2 does not have client side prediction and that's basically a necessity for fast-twitch action games.
0
I've been working on a TD map for the last few weeks, and I just published the first beta version on battle.net. Search for "Riley" and it should be the first thing that comes up. This is a single player only map - although everything is built with multiplayer support, the map itself was designed for one player.
Features:
- 13 unique towers in three tiers, most with multiple upgrade levels.
- 4 support structures.
- 3 heroes, each with 3-4 unique abilities.
- 36 different research options ranging from damage upgrades to new abilities.
- 20 waves of creeps. Eventually this will be expanded to 40.
- Some creeps have special abilities, such as auras, or the ability to blink.
- Two boss fights with unique mechanics.
Any bug reports or feedback is greatly appreciated.