It was going so well I was understanding all of it untill the last sentence. I do want to keep the entirety of the nuke so how do I do thins link thing?
Sorry I figured out my problem was I didn't have it displaying right (one of the several disploay tabs wasn't selected: Combine Structure Values). But still would like to know how to make cloak not use up energy while its activated (took out the 25 to initate already).
Hah very nice, were meant to discuss things I guess do to our name similarity. So I created a region and I want the editor to make any unit in that region invincible. I have:
Map initilization
Unit - Turn XXXX invulnerable state On
What do I put in the XXXX to make any unit that starts in that region to be invicible (needs only happen once at start of game)?
I am making a map where I would like to make one group of Ghosts invincible, and another group not. I know how to make all units of one type (ghost) invicible, but not some of them and not others. Thanks for the help in advance.
A fully saturated geyser in Starcraft costs 250 minerals compared to two fully saturated geysers in Starcraft 2 which costs 450 minerals. So even if the rich geysers returned 8 per trip the investment that would be required to get it up an running would not at all be the same as what it is in a regular Starcraft 2 map. After having converted a legacy map to Starcraft 2 you should always make it so that there is two geysers at each base.
Very good point sir, I didn't even think about that.
For those of you who love some original SC and SC:BW maps I have some sad news for you. When you use the Convert Legacy Map feature in the StarCraft II Editor the map's topography will be pretty well done but there will be a few issues you'll have to keep in mind.
1. Cliffs will often not be placed, and the ground will be merely raised in the spots where you need to make cliffs. So you'll have to do that yourself.
2. Water is not added, and the ground where water needs to be will be lowered. So you'll have to add water yourself then either lower the cliff where the water is or add pathing blockers around the water.
3. The mineral placement will often be very bad. So you’ll have to re-do the entire mineral placement.
4. There will be only 1 geyser. So you’ll have to add a second geyser (just replacing the geyser with a rich geyser won’t work because it only increase the gas per trip by 2 making each trip worth 6 not 8).
5. Any SC2 features won’t be on the map (obviously) such as Gold Expansions, Destructible Rocks, LOS blockers and Xel’Naga watch towers.
6. You’ll have to add all your own doodads to the map none will come over from the original map.
7. No triggers come over from melee or UMS maps, so you'll have to make your own melee or custom triggers. For melee maps just copy and paste the default melee triggers from the triggers of a new melee map.
8. Sometimes the starting points are placed in an uncacceptable locatoin. So you'll have to fix the starting points.
9. When converting the maps, the StarCraft II Editor converts the map and doesn’t add any extra space to the edges so a lot of it won’t be playable. So you’ll have to fix the bounds of the map by 1 increment in all directions so that the edges of the map don’t interfere with game play.
10. Most importantly the map will be too small. No getting around this. 4-player maps are only good enough for 2 players, and 1 player maps are right-out. You can kind of get around this using Destructible Rocks to block rushes, and high enough cliffs to stop reapers but it can be very difficult.
Let me give you an example of a map where I did all of these steps minus step number 2 (because there was no water) and step number 3 (because I wanted that authentic feel to the map): I re-made one of my favorite maps from the original SC called Three Kingdoms. I LOVED THAT MAP! So I re-made it. Well it became a rush fest. Protoss couldn’t even rush some zealots before lings would destroy everything or a marine would start to harass. You could never recover because the reinforcement time was so short! In a game where we agreed no rushes the Terran merely lifted off to a Gold expansion because of the small size of the map he barley lost any mining time. He obviously came to win the game.
So in recent news I added Destructible Rocks to fix the rush problem and am hoping that that will fix both the rush problem and the gold problem. There are destructible rocks between each base so no one can attack anyone with ground units before killing that rock (save for reapers and a Terran using his CC as a drop ship to drop a SCV on the other side of them). There are also destructible rocks where the Nexus/Hatchery/Command Center are to be placed on each Gold expansion. I also made the center cliff too high for reapers to get over since some bases would be able to be hit while still on the cliff making this imbalanced depending on where you spawned. But reapers can still get around the Destructible Rocks making them still usable.
As you can see I have to do all these things just to make a balanced SC1 map balanced in SC2.
Here is the map so you can see what I mean:
(3)Three Kingdoms - original map converted without adding any features of SCII (except for 2 geysers)
I am trying to make the doodad "Weather Ash - Char" appear at the location of a nuclear bomb landing site everytime a nuke hits the ground. Is this possibe? I heard the editor is powerfull, but can it make a doodad appear via triggers? If it is possible could you guys help me figrure it out?
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@Colt556: Go
It was going so well I was understanding all of it untill the last sentence. I do want to keep the entirety of the nuke so how do I do thins link thing?
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@Colt556: Go
Going out of my mind trying to figure out what you just said. Umm any chance of a step by step? I'll give you a golden e-brownie!!!!
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@Colt556: Go
Not seeing anything about how much energy it drains while in usage there...
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@TheProgramer: Go
Sorry I figured out my problem was I didn't have it displaying right (one of the several disploay tabs wasn't selected: Combine Structure Values). But still would like to know how to make cloak not use up energy while its activated (took out the 25 to initate already).
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I am attempting to increase the energy cost of Snipe to 200, while making the cloak not cost any energy. How would I go about doing this?
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@Colt556: Go
Thank you so much. I have another question. Is there a way to make the nuke ability on the Nuke able to occur without a Ghost Academy?
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@Colt556: Go
Requierment is "train nuke" and there is no way to change it that i see. Sorry I'm still trying to learn.
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@Colt556: Go
I'm sorry but I'm still not seeing it, could you please step-by-step for me?
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How do I remove a requierment for an ability. The specific one i'm looking for is remove the Factory Requierment for the Arm Nuke Silo.
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@progammer: Go
Hah very nice, were meant to discuss things I guess do to our name similarity. So I created a region and I want the editor to make any unit in that region invincible. I have:
Map initilization
Unit - Turn XXXX invulnerable state On
What do I put in the XXXX to make any unit that starts in that region to be invicible (needs only happen once at start of game)?
0
I am making a map where I would like to make one group of Ghosts invincible, and another group not. I know how to make all units of one type (ghost) invicible, but not some of them and not others. Thanks for the help in advance.
0
Very good point sir, I didn't even think about that.
0
For those of you who love some original SC and SC:BW maps I have some sad news for you. When you use the Convert Legacy Map feature in the StarCraft II Editor the map's topography will be pretty well done but there will be a few issues you'll have to keep in mind.
1. Cliffs will often not be placed, and the ground will be merely raised in the spots where you need to make cliffs. So you'll have to do that yourself.
2. Water is not added, and the ground where water needs to be will be lowered. So you'll have to add water yourself then either lower the cliff where the water is or add pathing blockers around the water.
3. The mineral placement will often be very bad. So you’ll have to re-do the entire mineral placement.
4. There will be only 1 geyser. So you’ll have to add a second geyser (just replacing the geyser with a rich geyser won’t work because it only increase the gas per trip by 2 making each trip worth 6 not 8).
5. Any SC2 features won’t be on the map (obviously) such as Gold Expansions, Destructible Rocks, LOS blockers and Xel’Naga watch towers.
6. You’ll have to add all your own doodads to the map none will come over from the original map.
7. No triggers come over from melee or UMS maps, so you'll have to make your own melee or custom triggers. For melee maps just copy and paste the default melee triggers from the triggers of a new melee map.
8. Sometimes the starting points are placed in an uncacceptable locatoin. So you'll have to fix the starting points.
9. When converting the maps, the StarCraft II Editor converts the map and doesn’t add any extra space to the edges so a lot of it won’t be playable. So you’ll have to fix the bounds of the map by 1 increment in all directions so that the edges of the map don’t interfere with game play.
10. Most importantly the map will be too small. No getting around this. 4-player maps are only good enough for 2 players, and 1 player maps are right-out. You can kind of get around this using Destructible Rocks to block rushes, and high enough cliffs to stop reapers but it can be very difficult.
Let me give you an example of a map where I did all of these steps minus step number 2 (because there was no water) and step number 3 (because I wanted that authentic feel to the map): I re-made one of my favorite maps from the original SC called Three Kingdoms. I LOVED THAT MAP! So I re-made it. Well it became a rush fest. Protoss couldn’t even rush some zealots before lings would destroy everything or a marine would start to harass. You could never recover because the reinforcement time was so short! In a game where we agreed no rushes the Terran merely lifted off to a Gold expansion because of the small size of the map he barley lost any mining time. He obviously came to win the game.
So in recent news I added Destructible Rocks to fix the rush problem and am hoping that that will fix both the rush problem and the gold problem. There are destructible rocks between each base so no one can attack anyone with ground units before killing that rock (save for reapers and a Terran using his CC as a drop ship to drop a SCV on the other side of them). There are also destructible rocks where the Nexus/Hatchery/Command Center are to be placed on each Gold expansion. I also made the center cliff too high for reapers to get over since some bases would be able to be hit while still on the cliff making this imbalanced depending on where you spawned. But reapers can still get around the Destructible Rocks making them still usable. As you can see I have to do all these things just to make a balanced SC1 map balanced in SC2.
Here is the map so you can see what I mean:
(3)Three Kingdoms - original map converted without adding any features of SCII (except for 2 geysers)
(3)Neo Three Kingdoms - original map converted with adding the features of SCII.
Hope this helps you guys who want to use this feature. ^_^
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@J_cup: Go
I am not familair with actor events. Could you explain in more detail how to do this? Thanks.
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I am trying to make the doodad "Weather Ash - Char" appear at the location of a nuclear bomb landing site everytime a nuke hits the ground. Is this possibe? I heard the editor is powerfull, but can it make a doodad appear via triggers? If it is possible could you guys help me figrure it out?