why wouldn't you want to use the starcraft 2 grass textures from belshir or other tilesets including grass? They are MUCH higher resolution than WC3 textures and wont increase your map size.
One thing that i have learned to deal with is always saving before switching tabs in the data editor, always saving before copying and pasting, always saving before deleting/changing actors/models and always keeping a backup of about the past two hours work.
First I thought this could be done through validators but I think it can't be after looking for a validator that could check the number of units in a region/entire map and not being able to find one. I think you will have to make the build button for these units be the event for a trigger.
First trigger, will add these units to a unit group when they are created.
Event; Unit A enters entire map
Unit B enters entire map
Unit C enters entire map
Actions; Add triggering unit to unit group A
Second trigger checks number of units in the map before building, you will need one for each unit.
Event; Button to create unit A is pressed
Conditions; Number of units in unit group A is less than 51
I agree. One thing that would be cool is the orgrimmar front wall. Maybe throw in some rope bridges from stranglethorn vale or higher poly ones if they exist from WotLK, which i am unaware of.
I'm thinking I want to have mountains with interior caves inside them which allows players to walk on multiple tiers of landscape. Is it possible to make a unit path correctly on doodads that are above normal terrain? It is possible for units to stand at different levels off the gound?
If you had trouble reading that you yourself are probably not the best reader. If you think it's a problem then take it upon yourself to help the community by posting a grammatically correct version of his post.
i hope there are brand new units in kerrigan's swarm. Like spectres, diamondbacks, and pediriton turrets that just appear in jim raynor's arsenal and not in the dominion. Frankly i would like not being encouraged to just rush to mutas and then fly around everywhere with a fleet of lings and mutas raping everything on every mission.
this is the entire protoss language outside of naming. It will give you a feel for protoss word structure.
Generally protoss names are three syllable such as Ar-tan-is Zer-a-tul Rash-ah-gal Tass-a-dar and the list goes on. It seems each name has a meaning behind it and that meaning is derived from the syllables.
Basically what you want when you come up with protoss names is a nonsense syllable, then a vowel sound, then a nonsense syllable starting and ending with consonants.
why not make it a part of the interface that changes size based on the cursor distance? I'm not sure how to do that but it seems like it would work better than having actors flying around
read tutorials if you're noobish. everyone else here either had to figure it out themselves or read tutorials. If it is simply handed to you you will never learn and you will always need help.
edit: I guess I was a little rude, here's what you'll have to do.
Take the marine and edit it's actor to use the tauren marine model instead of the regular marine model. You should also replace it's sounds.
OR
Edit the barracks and replace the build marine button with teh build tauren marine button.
0
@Calandyll: Go
the barracks does not change actor during the morph, an actor event changes the model however.
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@dre__: Go
why wouldn't you want to use the starcraft 2 grass textures from belshir or other tilesets including grass? They are MUCH higher resolution than WC3 textures and wont increase your map size.
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@GhostNova91: Go
nearly all of those models exist in high poly versions, all that woudl be needed is skeletons and animations done for the models.
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@OutsiderXE: Go
One thing that i have learned to deal with is always saving before switching tabs in the data editor, always saving before copying and pasting, always saving before deleting/changing actors/models and always keeping a backup of about the past two hours work.
0
@fireblade212: Go
First I thought this could be done through validators but I think it can't be after looking for a validator that could check the number of units in a region/entire map and not being able to find one. I think you will have to make the build button for these units be the event for a trigger.
First trigger, will add these units to a unit group when they are created.
Event; Unit A enters entire map
Unit B enters entire map
Unit C enters entire map
Actions; Add triggering unit to unit group A
Second trigger checks number of units in the map before building, you will need one for each unit.
Event; Button to create unit A is pressed
Conditions; Number of units in unit group A is less than 51
Actions; Create 1 unit A for player 1
0
@Redfox777: Go
I agree. One thing that would be cool is the orgrimmar front wall. Maybe throw in some rope bridges from stranglethorn vale or higher poly ones if they exist from WotLK, which i am unaware of.
0
I'm thinking I want to have mountains with interior caves inside them which allows players to walk on multiple tiers of landscape. Is it possible to make a unit path correctly on doodads that are above normal terrain? It is possible for units to stand at different levels off the gound?
0
@nasters: Go
If you had trouble reading that you yourself are probably not the best reader. If you think it's a problem then take it upon yourself to help the community by posting a grammatically correct version of his post.
0
@zeldarules28: Go
i hope there are brand new units in kerrigan's swarm. Like spectres, diamondbacks, and pediriton turrets that just appear in jim raynor's arsenal and not in the dominion. Frankly i would like not being encouraged to just rush to mutas and then fly around everywhere with a fleet of lings and mutas raping everything on every mission.
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@glomby: Go
holy shit. this is amazing.
0
@KillerGymSox: Go
i don't understand why this is not as simple as pressing "reset object to parent"
0
@Mienk: Go
http://starcraft.wikia.com/wiki/Khalani
this is the entire protoss language outside of naming. It will give you a feel for protoss word structure.
Generally protoss names are three syllable such as Ar-tan-is Zer-a-tul Rash-ah-gal Tass-a-dar and the list goes on. It seems each name has a meaning behind it and that meaning is derived from the syllables.
Basically what you want when you come up with protoss names is a nonsense syllable, then a vowel sound, then a nonsense syllable starting and ending with consonants.
0
@Ixsiehn: Go
why not make it a part of the interface that changes size based on the cursor distance? I'm not sure how to do that but it seems like it would work better than having actors flying around
0
@ndudz: Go
sadly i dont think so unless you have validator on the shop which restricts what it can interact with.
0
@kevinpecks: Go
http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/creating-your/
read tutorials if you're noobish. everyone else here either had to figure it out themselves or read tutorials. If it is simply handed to you you will never learn and you will always need help.
edit: I guess I was a little rude, here's what you'll have to do.
Take the marine and edit it's actor to use the tauren marine model instead of the regular marine model. You should also replace it's sounds.
OR
Edit the barracks and replace the build marine button with teh build tauren marine button.