So it will be much easier! You just have to put the requirement you want to have to disable or hide your ability and you'll be okay. I recently saw that you can completely disable an ability if you enable the 'show, can be suppressed' label.
You can also make a requirement directly interact with a validator via behaviors. I made you another example map using the medic's heal ability that will work only if the medic is irradiated by a science vessel. Follow these steps to understand how I've done that :
1. I created a behavior named 'check behavior' (buff) that I put the on medic.
2. I created a validator named 'have irradiate' that will return true if the caster (medic) have the behavior irradiate. I put after this validator in my behavior in the 'validator - disable' label.
3. I created a requirement named 'have check behavior' that will show the 'heal' ability only if my behavior is enabled. I also checked the 'can be suppressed, show' label my ability won't work even if it is autocasted.
4. I add this requirement to my 'heal' ability button.
The great advantage of this is that you can add more complex condition to your ability. With normal validator it will only return a red text error in your UI, but with requirement your ability will simply disappear and be disabled. I used this example in my map to hide ability during night.
I didn't test that but I'm sure that requirements works like validators, so if it's return false, the ability will not work.
And about the total disabling ability, I don't think that you can unlearn an ability (I saw that suggetion on the editor's improvement on the official Sc2 forum).
If I understood well, I put you an example map of your blocked ability. I took the siege tank tech example.
I copied/pasted everything about the siege tech (requirement,upgrade and ability) and I copied too the siege mode. To make disappear the first siege tech, you can see in the requirement tab that if you have a condition that is not met in the use section, the ability will be seen but not selectable and if it is not met in the show section, the ability will be simply hidden.
I don't think that you will need to do teraining. If you remember, you can modify the terrain once you entered in sim city, so you could make triggers that will modify the terrain height in-game.
For texture, you could use the creep texture to make sand (near of water) and use a square model to make roads. If you want to have an example, someone made a populous style map, here is the link : http://www.sc2mapster.com/maps/populous/
I think that the biggest tip that I could give you is to fix yourself a goal. As Bibendus said, think of the type of the map that you want to create and after fix your goals, like create special abilities or new kind of units, etc.
And look as many tutorial as possible, it will save you a lot of time.
I was facing the same problem like few weeks ago. I made you an example map to help you clarify my point of view.
First of all, don't use the enter/exit region events. Why? Easy, it is simply because you will need to face many problems like if an unit dies in the region, etc. As you can see in my map, I use a while loop that checks every 3 seconds if they are units inside my region (units of the specified player). Once it is done, I verify if they are unit of another player inside the region and if there is only one player that hold unit in the region, I verify if this player is still active (which is very important, you don't want to make win a player who has quit) and after that I give him the mineral.
For example, at 30 seconds of the beginning of the game, I create an enemy zergling inside the region. As you will see, you will not have your resource until you kill it, but if you let it alive, you will not lose the game.
For aesthetical reason I used a building with a 'radar' zone to help the player to limit the zone to capture. If you destroy the building, it will automatically stop all triggers (which can be very interesting in a 1V1 map). When you'll get 120 minerals, you will automatically win the game.
Little suggestion : you should change the name of this thread to add key words like king of the hill or KOTH, so if other players want to see your problem, it will be easier for them to help you.
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No problem!
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@li5445: Go
So it will be much easier! You just have to put the requirement you want to have to disable or hide your ability and you'll be okay. I recently saw that you can completely disable an ability if you enable the 'show, can be suppressed' label.
You can also make a requirement directly interact with a validator via behaviors. I made you another example map using the medic's heal ability that will work only if the medic is irradiated by a science vessel. Follow these steps to understand how I've done that :
1. I created a behavior named 'check behavior' (buff) that I put the on medic.
2. I created a validator named 'have irradiate' that will return true if the caster (medic) have the behavior irradiate. I put after this validator in my behavior in the 'validator - disable' label.
3. I created a requirement named 'have check behavior' that will show the 'heal' ability only if my behavior is enabled. I also checked the 'can be suppressed, show' label my ability won't work even if it is autocasted.
4. I add this requirement to my 'heal' ability button.
The great advantage of this is that you can add more complex condition to your ability. With normal validator it will only return a red text error in your UI, but with requirement your ability will simply disappear and be disabled. I used this example in my map to hide ability during night.
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I didn't test that but I'm sure that requirements works like validators, so if it's return false, the ability will not work.
And about the total disabling ability, I don't think that you can unlearn an ability (I saw that suggetion on the editor's improvement on the official Sc2 forum).
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If I understood well, I put you an example map of your blocked ability. I took the siege tank tech example.
I copied/pasted everything about the siege tech (requirement,upgrade and ability) and I copied too the siege mode. To make disappear the first siege tech, you can see in the requirement tab that if you have a condition that is not met in the use section, the ability will be seen but not selectable and if it is not met in the show section, the ability will be simply hidden.
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I don't think that you will need to do teraining. If you remember, you can modify the terrain once you entered in sim city, so you could make triggers that will modify the terrain height in-game.
For texture, you could use the creep texture to make sand (near of water) and use a square model to make roads. If you want to have an example, someone made a populous style map, here is the link : http://www.sc2mapster.com/maps/populous/
Good luck!
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No problem, just like my comments!
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I think that the biggest tip that I could give you is to fix yourself a goal. As Bibendus said, think of the type of the map that you want to create and after fix your goals, like create special abilities or new kind of units, etc.
And look as many tutorial as possible, it will save you a lot of time.
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You're at the good place. If I understood well, you will see that it is relatively easy to do.
1 Create an 'Create unit' effect that will be your spawned units (you can choose the number or units created).
2. Put all the effects in a 'set' effect.
3. Create a behavior that will periodically use the set effect.
4. Add this behavior to the queen.
I made an example map to help you understand.
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It's sure that I will go on! How it works if I want to have a place on the website?
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I think that this link will help you to get what you want
http://www.sc2mapster.com/forums/resources/tutorials/4855-data-customized-movers-advanced-difficulty/
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Hmmm... seriously I cannot help you for now, but I'll continue to check this to find an answer
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Can you post an example map? It could help me a lot to understand...
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No problem man!
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I modified the map so you can check how I've done that.
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I was facing the same problem like few weeks ago. I made you an example map to help you clarify my point of view.
First of all, don't use the enter/exit region events. Why? Easy, it is simply because you will need to face many problems like if an unit dies in the region, etc. As you can see in my map, I use a while loop that checks every 3 seconds if they are units inside my region (units of the specified player). Once it is done, I verify if they are unit of another player inside the region and if there is only one player that hold unit in the region, I verify if this player is still active (which is very important, you don't want to make win a player who has quit) and after that I give him the mineral.
For example, at 30 seconds of the beginning of the game, I create an enemy zergling inside the region. As you will see, you will not have your resource until you kill it, but if you let it alive, you will not lose the game.
For aesthetical reason I used a building with a 'radar' zone to help the player to limit the zone to capture. If you destroy the building, it will automatically stop all triggers (which can be very interesting in a 1V1 map). When you'll get 120 minerals, you will automatically win the game.
Little suggestion : you should change the name of this thread to add key words like king of the hill or KOTH, so if other players want to see your problem, it will be easier for them to help you.