HSUAI, I had a similar problem when I tried to import the Green Tea AI scripts to my map. It turns out that veering off of the instructions even the tiniest bit can cause problems.
What I did wrong:
When I imported my files, the game defaulted to the directory that already contained them and a bunch of other stuff (my Starcraft II folder). I unchecked everything but the folder I was trying to grab.
Problematic Results:
This somehow added my Green Tea 0.82 folder as the root; which is incorrect. This looked correct at first, but I had the same problem as you it acted as if nothing had changed. Then I added it following their directions and I noticed an immediate difference. The TriggerLibs folder became the root and the file names were now green in the import editor.
Do you find yourself accumulating too many resources during the mid and late game? Do you find yourself behind in economy and/or army supply more often than not?
If you answered YES, or SOMETIMES, then this trainer may be of use to you. Even if you answered NO, this trainer may be helpful in refining your macro so that it complements your strategies better.
What do I have to do?
Just play a normal melee game on a Macro or Die map. You can play against the computer or a human; if the map has more than 2 starting areas you can also play co-op vs AI, or team games. The map will do the rest. It will also try to give you an adequate estimate of your ability as it pertains to ladder leagues and a final score which will eventually end up on a persistent leaderboard.
How does the map act as a Trainer?
Imagine that you have a coach observing your game who gently reminds you every time you let your macro slip. Well, this coach is a little more aggressive than that. If you let your macro slip the Adjutant will send ghosts out to nuke your mineral line. Don't worry, there is a 30 second timer before the nuke detonates. If you return your stockpiled resources to more appropriate levels the Adjutant will call off the ghosts.
So how do I find it?
That's easy. You just search for "+macro +die" at the custom game screen, or you go to the Macro or Die channel to find other players.
There will eventually be 9 maps released with this trainer attached:
Macro Or Die [Tal'Darim Altar LE] (Available Now)
Macro Or Die [Xel'Naga Caverns] (Available Now)
Macro Or Die [The Shattered Temple] (Available Now)
Macro Or Die [Metalopolis] (Available Now)
Macro Or Die [Scrap Station] (Available Now)
Macro Or Die [Backwater Gulch] (Available Now)
Macro Or Die [GSL Crevasse] (Available Now)
Macro Or Die [Shakuras Plateau] (Available Now)
Macro Or Die [Typhon Peaks] (Available Now)
This mod is cool, but I have some feedback that will make it awesome!
Fantastic. By all means post your feedback and bugs at the official page or here - http://us.battle.net/sc2/en/forum/topic/post/24157973244/edit.
I'll check both. I also want to see REPLAYS. Please post links to great Macro Or Die games here too.
I've had this happen to me twice. At first I thought I just messed up and wrote over a save file. But now, I know this is an Editor bug. There are 3 areas that I might have narrowed this down to:
1) (Most definitely) Downloading your Unlocked Map from Battle.Net via the editor (Manage Published option)
2) (Maybe) Original Map being done in a different language (even though it's a Blizzard Map - i.e. Tal'Darim Altar)
3) (Maybe) Going between Mac client and Windows client via problem #1
4) (Most definitely related) When you see your text variables show up as param/value/A-Z0-9 then there is something wrong with where it says it's saving your file to and where it's actually being saved to.
Create an upgrade A which sets the mover to cliffjumper
Create an upgrade B which sets the mover back to ground.
Write a trigger that sets upgrade A level to 1, B to level 0 when item is equipped
Write a trigger that sets upgrade B level to 1, A to level 0 when item is unequipped
I'm trying to do something similar and using a validator as the trigger for my behavior. However, how do you create an upgrade that changes the mover?
the supply for the unit is found in the stats tab, this is the last bx in there. just write there "-x", x baing the number of supplies per unit (for zergling it's -0.5) so just change that via the upgrade to -0.333333 or something, as many 3's as you want to keep the bugginess to a minimum.
as for the price problem, that cant be solved. the game only recognizes integers as a viable price (gas or minerals) and thus having the price of 3 units to add up to 50 is not mathmatically possible. however, you could duplicate the zergling, having it this way:
zergling 1: costs 20 minerals
zergling 2: costs 10 minerals now, go to the larva morph ability, and in the units created, add 2 of zergling 1, and 1 of zergling 2.
of course you will need to apply the usual upgrades for those duplicates (armor and weapon).
Can you make them cost nothing? You still will need to make a different zergling type, and you most likely will need a different spawn ability for each upgrade, which sucks, but oh well.
Zergling 1:
Cost X
Supply Y
Zergling 2:
Cost 0
Suppy 0
Now for each of those spawn abilities you just add the additional number of Zergling 2s that you want in there. This way neither your supply or cost are affected but your numbers can grow.
I'm thinking if you only need it for 2 heroes and don't need it to scale, why not just create a master abilities card on the 2nd or 3rd level card of both units? Then you can probably find a way to default to the card if they are in the same Unit Group or something of that sort.
I was able to successfully give the Reaper Jump ability to another unit. However, I want to modify it so that the unit can only jump down cliffs. I don't want them to jump up cliffs.
I tried to change the mover that controls when the unit jumps up from Cliff Jumper to ground to achieve this. But, no dice. The game crashes whenever that unit tries to target a spot that is above them. I also wanted to try changing the distances that would trigger a jump, but it relies on the deltas not absolute measurements so I can't do it that way either.
Could anyone please help me figure out a way to do this? I'm eager to learn.
0
HSUAI, I had a similar problem when I tried to import the Green Tea AI scripts to my map. It turns out that veering off of the instructions even the tiniest bit can cause problems.
What I did wrong: When I imported my files, the game defaulted to the directory that already contained them and a bunch of other stuff (my Starcraft II folder). I unchecked everything but the folder I was trying to grab.
Problematic Results: This somehow added my Green Tea 0.82 folder as the root; which is incorrect. This looked correct at first, but I had the same problem as you it acted as if nothing had changed. Then I added it following their directions and I noticed an immediate difference. The TriggerLibs folder became the root and the file names were now green in the import editor.
Hope this helps.
0
Do you find yourself accumulating too many resources during the mid and late game? Do you find yourself behind in economy and/or army supply more often than not?
If you answered YES, or SOMETIMES, then this trainer may be of use to you. Even if you answered NO, this trainer may be helpful in refining your macro so that it complements your strategies better.
What do I have to do?
Just play a normal melee game on a Macro or Die map. You can play against the computer or a human; if the map has more than 2 starting areas you can also play co-op vs AI, or team games. The map will do the rest. It will also try to give you an adequate estimate of your ability as it pertains to ladder leagues and a final score which will eventually end up on a persistent leaderboard.
How does the map act as a Trainer?
Imagine that you have a coach observing your game who gently reminds you every time you let your macro slip. Well, this coach is a little more aggressive than that. If you let your macro slip the Adjutant will send ghosts out to nuke your mineral line. Don't worry, there is a 30 second timer before the nuke detonates. If you return your stockpiled resources to more appropriate levels the Adjutant will call off the ghosts.
So how do I find it?
That's easy. You just search for "+macro +die" at the custom game screen, or you go to the Macro or Die channel to find other players.
There will eventually be 9 maps released with this trainer attached:
This mod is cool, but I have some feedback that will make it awesome!
Fantastic. By all means post your feedback and bugs at the official page or here - http://us.battle.net/sc2/en/forum/topic/post/24157973244/edit. I'll check both. I also want to see REPLAYS. Please post links to great Macro Or Die games here too.
- Major
0
@Sprelf: Go
I've had this happen to me twice. At first I thought I just messed up and wrote over a save file. But now, I know this is an Editor bug. There are 3 areas that I might have narrowed this down to:
1) (Most definitely) Downloading your Unlocked Map from Battle.Net via the editor (Manage Published option)
2) (Maybe) Original Map being done in a different language (even though it's a Blizzard Map - i.e. Tal'Darim Altar)
3) (Maybe) Going between Mac client and Windows client via problem #1
4) (Most definitely related) When you see your text variables show up as param/value/A-Z0-9 then there is something wrong with where it says it's saving your file to and where it's actually being saved to.
0
I'm trying to do something similar and using a validator as the trigger for my behavior. However, how do you create an upgrade that changes the mover?
0
Can you make them cost nothing? You still will need to make a different zergling type, and you most likely will need a different spawn ability for each upgrade, which sucks, but oh well.
Zergling 1: Cost X Supply Y
Zergling 2: Cost 0 Suppy 0
Now for each of those spawn abilities you just add the additional number of Zergling 2s that you want in there. This way neither your supply or cost are affected but your numbers can grow.
0
I'm thinking if you only need it for 2 heroes and don't need it to scale, why not just create a master abilities card on the 2nd or 3rd level card of both units? Then you can probably find a way to default to the card if they are in the same Unit Group or something of that sort.
0
I was able to successfully give the Reaper Jump ability to another unit. However, I want to modify it so that the unit can only jump down cliffs. I don't want them to jump up cliffs.
I tried to change the mover that controls when the unit jumps up from Cliff Jumper to ground to achieve this. But, no dice. The game crashes whenever that unit tries to target a spot that is above them. I also wanted to try changing the distances that would trigger a jump, but it relies on the deltas not absolute measurements so I can't do it that way either.
Could anyone please help me figure out a way to do this? I'm eager to learn.
Thanks, LiquidJ