You can't move terrain from one region to another because cliffs are not dynamic. It would also be quite hard to move each doodads, regions, points, and units in this part of the terrain without any kind of bug. The only dynamic thing which can be done with terrain (as far as I know) is a "crater" effect, by raising/lowering the terrain level at some point, but you still can't create/modify cliffs dynamically.
"Variable - Set Power generator 1 Supply = (Last created units)" is at fault.
In your case, "last created units" will only get the dummy supply depot for player 5, because it is the last created unit. If you want to add ALL dummy supply depots in the units group, you need to use the "add unit to unit group" action right after you create EACH dummy supply depot. Your "turn trigger off" is also pointless if it is not set as the first action, if you keep it in the last line you may have more than one unit triggering the actions before the trigger is actually switched off.
I'd suggest you regroup all these actions in one, by the way:
General - Pick each integer from 1 to 5 and do (actions):
- Unit - Create 1 Dummy Supply Depot (10) for player (picked integer) at Dummy Supply Depot facing (random angle) degrees
- Unit - Hide (last created unit)
- Unit (group?) - Add (last created unit) to Power Generator 1 Supply
You don't need the "turn trigger off" in the Power Generator 1 Death trigger either, because it is only executed when a specific unit dies (which won't occur twice). And instead of creating 5 actions to remove each power generator, just do the action "pick each unit in (unit group)" and "remove (picked unit)".
@OneSoga: LCU is not local, as far as I know... as it says, it only takes into account the LAST created unit, so you can execute any kind of trigger as long as no other unit is created and the unit defined as last will remain the same. It doesn't mean it's local, just that it's more likely to have its value changed very often... As long as the last created unit remains the same, you can refer to it in any trigger at any time, which is why I don't think it's local.
Since SC1, I always wanted to create a clone of Syndicate.
Actually, I even wanted to do an entire game out of it, not just a mod or a serie of maps in another game... But it needs a team, such a project can't be done alone. I wonder if there's a way to do something similar in SC2, I'm pretty sure the whole campaign stuff (cinematics, interactive 3D menus to select your mission, etc) would really help. One of the hardest part would be to create interiors, since you need to enter buildings in most missions to kill/persuade someone or steal something. And there is a lot of work in models/animations/texturing to create a cyber-punk environnement.
Anyway, I'd love to work on such a project (I already have written GDDs and all these stuffs but they're kind of outdated/obsolete if we use the SC2 engine). I'm pretty sure it's totally doable, and it would even be better if we could play it in co-op (4 players, each controlling one of the androids).
Hmmm... Does it mean the "random point" is actually a "random point between each pre-placed point in the terrain", then? That could explain the error if you have no point placed in the map, which would mean it can't find a "random point" in the list if the list is empty (thus creating the emitter at the center of the map by default... or is it the top-left corner?).
When you change the values of something it creates a new object. And then that doesnt affect the cliffs. What am i doing wrong? it wont let me edit the original cliff.
The creation of a new object is totally normal... You can't overwrite data from the original game, which is why it creates a copy if you modify something in an already existing object. Don't worry though, the changes you apply in the copy will work ingame as if you changed the original object.
What do you mean by "it doesn't affect the cliffs"? If it is what I think it is, only manmade cliffs will work fine when you apply a space background, because natural cliffs include a bit of the lower height in the cliff model (it will look weird if you use them). If you're just talking about modifying the cliffs to add/modify one type, there are already 2 or 3 tutorials about that in the forums so I won't explain it thoroughly, I'll let you search by yourself for details. It's not that hard, really: just modify the data, save your work and set the new type of cliff in the Map Textures menu. You can apply it without any problem after that.
Well, it's been the second time I was allowed to test it, and so far I enjoy it even if it's really hard for me to handle so much micro... Overall the gameplay is not bad. I would enjoy it better if there was just a bit more rooms, so that opponents are not too close... As the huge noob I am, I'd enjoy that. The new units (medics and banelings) definitely changes the way it's played.
You should change the icon for selling the bunker, I only realized in the second game that the button to sell the bunker was the button with the marine on it... Even though you gain marines from removing the bunker, your choice for the icon is not really obvious. Maybe changing the buttons placement in the Command Card will help a bit too.
Aside from that, I didn't check the leaderboard but I assume the room count bug was taken care of. But you should really find a way to reveal the map to players who have lost all their units, so they can "spectate" the game when they're out... There are multiple ways to do this (I told you one way in PM last time we played).
Maybe you should add something like rounds too, because your game ends pretty fast and I guess many people would love to play a bit longer (2 or 3 rounds might be enough, since a game lasts 5 minutes at the moment).
I personally have Fraps, VirtualDub (some really old version I think, it's 1.8.6), and the K-lite codec pack. It works like a charm, I compress my videos using the "Xvid MPEG-4" codec, using the profile "Xvid HDTV" in the properties, and quantizer set to something around 4-5.
This is what you get once it's uploaded on Youtube:
Find the texture set you selected when creating your map. In the list of fields you can change, you will find "Hide Lowest Level" in the bottom, you just have to enable it. To set the texture of the space background, edit the field "Background Model (Not Fixed)" to your likings. The other field "Background Model (Fixed)" is used for skyboxes on a planet. In your case you want a "not fixed" background because it uses parallax (skybox moves according to where your view point moves, giving the impression of depth of field and perspective).
A dialog and its items locations depend on the pixels of your screen, or GUI tiles placement. So they are not related to the terrain and I assume there is no way to make it happen.
Damn... That won't be of any help to you, I guess...
Maybe you can store both custom values in a temporary variable, and each time a larva is morphed you will run a bunch of scripts that will determine which custom value to keep, and assign it to the new unit. It's kind of complicated for almost nothing, and I assume it will be a real hell to make it happen for each larva in the map (considering some might morph at the same time), but it's my best shot so far...
Try making a new If statement, cut and paste all these actions in the new one. Do the same for the condition. I'm pretty sure the dot will not exist on the new If you create, so you just have to remove the old one. It happens to me very often when I delete an action which is located in a long serie of If, or Switch elements, or whatever action which is inside an If which is inside an If which is inside an If... You get the idea... It sometimes happen for nothing, so the easiest way to know if you actually did a mistake is just to cut+paste your triggers elsewhere and see if the red dot remains. Most likely, if none of the actions is showing a red dot as well, it means it's a bug from the editor.
Even trying to send the existing actor a message to change opacity to 1.0 didn't work.
Changing the opacity to 1 makes it totally visible, which is why it doesn't work. You mistook opacity for transparency.
About the portrait modification, I'm pretty sure you can do it using triggers only. I think the "Set Portrait Model" event in a trigger is enough.
It should be something like "Portrait - Set (Game Portrait) model to Model (Wait until loaded)". I don't know if it works but I'll suggest you try. It won't change the sounds though, but I guess it can be done with triggers too.
I assume the custom value is linked to the unit ID. So when a unit changes its actor, I guess the ID is different and the custom values are dropped. In the case of a merged/morphed unit, I think any custom value is lost or it could cause errors. Imagine 2 units with a custom value when they merge: which custom value are you supposed to keep then? It's logically impossible, so I'm pretty sure the custom values are reset to 0 in that case.
The only option I can think of is using banks instead of custom values (or both combined, maybe), but since I don't have a clue on how they work yet, I can't tell you accurately. I just tried using them today and I'm not totally sure how they can be used, but I'm convinced they have huge potential...
Your "ChosenHero" variable must be global or it won't work. Local variables (the variables created directly in a trigger) should only be refered to by the trigger it was created in. They are only useful when you need to stock something that you use later in the same trigger. In your case, the ChosenHero is something that other triggers need if they want to work properly, so if you don't make it global they won't even know what this variable refers to.
I still haven't found any way to host a game where units are hidden/shown depending on their difficulty level properties... It's a very easy process when launching the map from the editor (modify the unit properties for each difficulty levels, and set the difficulty you want to play the map in the Editor preferences) but it seems the lobby in multiplayer doesn't allow this to be done. I tried multiple settings (custom game variable, editing game variants, setting the difficulty when the map initializes) but it seems the game ALWAYS starts in medium difficulty, no matter what I try. Or, at least, the units shown ingame are those set to appear in medium difficulty only. Did someone found a way to do this?
I think I could use a switch depending on the value of the custom game variable I created, with an action that will show/hide units if they are supposed to. But I can't seem to find any preset or function or anything that is able to check in the unit properties if it's shown/hidden in the current difficulty level. I'm completely stuck (and so is the release of my map)... Do you have any clue?
0
You can't move terrain from one region to another because cliffs are not dynamic. It would also be quite hard to move each doodads, regions, points, and units in this part of the terrain without any kind of bug. The only dynamic thing which can be done with terrain (as far as I know) is a "crater" effect, by raising/lowering the terrain level at some point, but you still can't create/modify cliffs dynamically.
0
"Variable - Set Power generator 1 Supply = (Last created units)" is at fault.
In your case, "last created units" will only get the dummy supply depot for player 5, because it is the last created unit. If you want to add ALL dummy supply depots in the units group, you need to use the "add unit to unit group" action right after you create EACH dummy supply depot. Your "turn trigger off" is also pointless if it is not set as the first action, if you keep it in the last line you may have more than one unit triggering the actions before the trigger is actually switched off.
I'd suggest you regroup all these actions in one, by the way:
General - Pick each integer from 1 to 5 and do (actions):
- Unit - Create 1 Dummy Supply Depot (10) for player (picked integer) at Dummy Supply Depot facing (random angle) degrees
- Unit - Hide (last created unit)
- Unit (group?) - Add (last created unit) to Power Generator 1 Supply
You don't need the "turn trigger off" in the Power Generator 1 Death trigger either, because it is only executed when a specific unit dies (which won't occur twice). And instead of creating 5 actions to remove each power generator, just do the action "pick each unit in (unit group)" and "remove (picked unit)".
@OneSoga: LCU is not local, as far as I know... as it says, it only takes into account the LAST created unit, so you can execute any kind of trigger as long as no other unit is created and the unit defined as last will remain the same. It doesn't mean it's local, just that it's more likely to have its value changed very often... As long as the last created unit remains the same, you can refer to it in any trigger at any time, which is why I don't think it's local.
0
[PLEASE DO NOT STEAL, THANK YOU!]
Since SC1, I always wanted to create a clone of Syndicate.
Actually, I even wanted to do an entire game out of it, not just a mod or a serie of maps in another game... But it needs a team, such a project can't be done alone. I wonder if there's a way to do something similar in SC2, I'm pretty sure the whole campaign stuff (cinematics, interactive 3D menus to select your mission, etc) would really help. One of the hardest part would be to create interiors, since you need to enter buildings in most missions to kill/persuade someone or steal something. And there is a lot of work in models/animations/texturing to create a cyber-punk environnement.
Anyway, I'd love to work on such a project (I already have written GDDs and all these stuffs but they're kind of outdated/obsolete if we use the SC2 engine). I'm pretty sure it's totally doable, and it would even be better if we could play it in co-op (4 players, each controlling one of the androids).
0
Hmmm... Does it mean the "random point" is actually a "random point between each pre-placed point in the terrain", then? That could explain the error if you have no point placed in the map, which would mean it can't find a "random point" in the list if the list is empty (thus creating the emitter at the center of the map by default... or is it the top-left corner?).
0
The creation of a new object is totally normal... You can't overwrite data from the original game, which is why it creates a copy if you modify something in an already existing object. Don't worry though, the changes you apply in the copy will work ingame as if you changed the original object.
What do you mean by "it doesn't affect the cliffs"? If it is what I think it is, only manmade cliffs will work fine when you apply a space background, because natural cliffs include a bit of the lower height in the cliff model (it will look weird if you use them). If you're just talking about modifying the cliffs to add/modify one type, there are already 2 or 3 tutorials about that in the forums so I won't explain it thoroughly, I'll let you search by yourself for details. It's not that hard, really: just modify the data, save your work and set the new type of cliff in the Map Textures menu. You can apply it without any problem after that.
0
Well, it's been the second time I was allowed to test it, and so far I enjoy it even if it's really hard for me to handle so much micro... Overall the gameplay is not bad. I would enjoy it better if there was just a bit more rooms, so that opponents are not too close... As the huge noob I am, I'd enjoy that. The new units (medics and banelings) definitely changes the way it's played.
You should change the icon for selling the bunker, I only realized in the second game that the button to sell the bunker was the button with the marine on it... Even though you gain marines from removing the bunker, your choice for the icon is not really obvious. Maybe changing the buttons placement in the Command Card will help a bit too.
Aside from that, I didn't check the leaderboard but I assume the room count bug was taken care of. But you should really find a way to reveal the map to players who have lost all their units, so they can "spectate" the game when they're out... There are multiple ways to do this (I told you one way in PM last time we played).
Maybe you should add something like rounds too, because your game ends pretty fast and I guess many people would love to play a bit longer (2 or 3 rounds might be enough, since a game lasts 5 minutes at the moment).
0
I personally have Fraps, VirtualDub (some really old version I think, it's 1.8.6), and the K-lite codec pack. It works like a charm, I compress my videos using the "Xvid MPEG-4" codec, using the profile "Xvid HDTV" in the properties, and quantizer set to something around 4-5.
This is what you get once it's uploaded on Youtube:
0
Data Editor > Terrain Texture Sets tab
Find the texture set you selected when creating your map. In the list of fields you can change, you will find "Hide Lowest Level" in the bottom, you just have to enable it. To set the texture of the space background, edit the field "Background Model (Not Fixed)" to your likings. The other field "Background Model (Fixed)" is used for skyboxes on a planet. In your case you want a "not fixed" background because it uses parallax (skybox moves according to where your view point moves, giving the impression of depth of field and perspective).
0
A dialog and its items locations depend on the pixels of your screen, or GUI tiles placement. So they are not related to the terrain and I assume there is no way to make it happen.
0
Damn... That won't be of any help to you, I guess...
Maybe you can store both custom values in a temporary variable, and each time a larva is morphed you will run a bunch of scripts that will determine which custom value to keep, and assign it to the new unit. It's kind of complicated for almost nothing, and I assume it will be a real hell to make it happen for each larva in the map (considering some might morph at the same time), but it's my best shot so far...
0
Try making a new If statement, cut and paste all these actions in the new one. Do the same for the condition. I'm pretty sure the dot will not exist on the new If you create, so you just have to remove the old one. It happens to me very often when I delete an action which is located in a long serie of If, or Switch elements, or whatever action which is inside an If which is inside an If which is inside an If... You get the idea... It sometimes happen for nothing, so the easiest way to know if you actually did a mistake is just to cut+paste your triggers elsewhere and see if the red dot remains. Most likely, if none of the actions is showing a red dot as well, it means it's a bug from the editor.
0
Changing the opacity to 1 makes it totally visible, which is why it doesn't work. You mistook opacity for transparency.
About the portrait modification, I'm pretty sure you can do it using triggers only. I think the "Set Portrait Model" event in a trigger is enough. It should be something like "Portrait - Set (Game Portrait) model to Model (Wait until loaded)". I don't know if it works but I'll suggest you try. It won't change the sounds though, but I guess it can be done with triggers too.
0
@zeldarules28: Go
I assume the custom value is linked to the unit ID. So when a unit changes its actor, I guess the ID is different and the custom values are dropped. In the case of a merged/morphed unit, I think any custom value is lost or it could cause errors. Imagine 2 units with a custom value when they merge: which custom value are you supposed to keep then? It's logically impossible, so I'm pretty sure the custom values are reset to 0 in that case.
The only option I can think of is using banks instead of custom values (or both combined, maybe), but since I don't have a clue on how they work yet, I can't tell you accurately. I just tried using them today and I'm not totally sure how they can be used, but I'm convinced they have huge potential...
0
Your "ChosenHero" variable must be global or it won't work. Local variables (the variables created directly in a trigger) should only be refered to by the trigger it was created in. They are only useful when you need to stock something that you use later in the same trigger. In your case, the ChosenHero is something that other triggers need if they want to work properly, so if you don't make it global they won't even know what this variable refers to.
0
BUMP!
I still haven't found any way to host a game where units are hidden/shown depending on their difficulty level properties... It's a very easy process when launching the map from the editor (modify the unit properties for each difficulty levels, and set the difficulty you want to play the map in the Editor preferences) but it seems the lobby in multiplayer doesn't allow this to be done. I tried multiple settings (custom game variable, editing game variants, setting the difficulty when the map initializes) but it seems the game ALWAYS starts in medium difficulty, no matter what I try. Or, at least, the units shown ingame are those set to appear in medium difficulty only. Did someone found a way to do this?
I think I could use a switch depending on the value of the custom game variable I created, with an action that will show/hide units if they are supposed to. But I can't seem to find any preset or function or anything that is able to check in the unit properties if it's shown/hidden in the current difficulty level. I'm completely stuck (and so is the release of my map)... Do you have any clue?