Yes this is a rant. And no I'm not an editor noob. I'd say I'm advanced (far from an expert), but christ this thing pisses me off sometimes. Once you get beyond the original hurdles of "WTF is an actor," or "how do I just change a unit's damage?," you're faced with a program that handles like a house of cards next to a randomly oscillating fan. I have to save out dozens of versions for fear of one wrong move trashing my map. Lots of undos is great... but only when they actually work.
And then there's the redundancy, which, unlike most programs in that you might have multiple paths to one outcome, our wonderful Editor here has one WORKING path, and 3 others that don't. But you won't know that, cause nobody fucking tells you. Case and point, Player Properties and Game Variants.
Okay.. yes, it's great how powerful this editor is, and some of the things I've seen people do are pretty amazing. But it's so unforgiving, and confusing, and TEDIOUS that it's no wonder the only custom games actually getting play time on Bnet are terrible. With VERY few exceptions.
Like any ecosystem, the most vibrant and lively are those with variety. WC3 was a rainforest of great customs thanks to the relative accessibility of its editor. But when the SC2 editor is limited to a small group of computer programmers, you end up with a barren wasteland in the arcade (no offense to programmers).
I honestly don't even know when the turret Actors are being created (not to mention how to destroy them). The only Event listed under AutoTurretTurret (both of my towers are based off the Auto Turret unit) is:
TurretEnable.AutoTurret
-Create
Events+ still causes me a lot of headaches.. Any insights would be appreciated.
Yes it's a morph. The upgraded unit has a turret (the same one as the normal unit). I tried putting in another one, but no luck there either.
I think it's probably an actor issue since the tower attacks, it just doesn't turn towards it's target (or spin idly). It also works fine if I drop the upgraded unit into the map directly.
Thanks for the reply. I don't quite understand what your suggesting though. The tower and it's upgrade are using separate duplicates of the Auto-Turret actor. They each have their own weapon, but both use the default Auto Turret turret. AM I supposed to be setting an attachment somewhere?
In game, the weapons upgrade (and deal their proper damage).
If built before or during the game it works fine, but when upgraded into it just faces forward. Still attacks but does not turn idly or to face it's target.
I'm guessing it's some missing Actor Event, but I can't find it. Any ideas? Help would be appreciated. -Thanks
I have a tower based off an Auto-Turret. It has no abilities besides an upgrade, with the only notable thing about it being a Veterancy Behavior (gains exp/levels up).
The upgraded tower is essentially the same with it's own Unit, Actor, Attack Actor, Weapon, and Damage Effect (all of which were duplicated off the first), and it shares the same Veterancy Behavior.
Here's the problem - If the the tower has attacked anything, it will refuse to upgrade. The ability button lights up (and stays lit up), it eats the minerals, and it stops attacking. No upgrade bar, it just sits there seemingly waiting to issue the order. If issued a 'Stop' command, it will refund the cost and resume attacking as normal.
If it has not attacked yet - no problem. If other turrets have attacked - no problem. If it's gained experience - no problem. If it hasn't gained experience - no problem. Worse still, I have other towers that upgrade without this issue. WTF!?
I built the Ability twice and prodded at stats for two hours with still no success. If anyone has ideas I would REALLY appreciate it. -Thanks
I have a series of passive upgrades affecting a team's units. I wanted a way to display these clearly to all players and created some extra weapons (with zeroed out stats) to show that ability's icon and current level.
The problem is I can't get rid of the damage, range, speed, and targets info within the tooltip. The only way is if I unlink the (Damage) effect, but that eliminates the tooltip entirely and nothing shows when the icon is hovered over in-game. Linking to (none) or any non-(Damage) effect has the same result.
I used weapons because I need up to 6 of these icons to display at once and I didn't think there was a way to add extra armor or shield icons.
So... is it possible to remove those fields, or does anyone have ideas how to approach this another way?
Figured it out! Under each Actor > Event: Macros +, they had Unpowered included, because I based them off Photon Cannon. Removed the power-related stuff = problem solved!
Hey there - I'm working on a tower defense and can't figure why this is happening. Units in the bottom row are those built in-game, while the top row is units placed in the editor before testing.
As you can see the Marine, Marauder, Diamondback, Ghost, Thor, and Battlecruisers that were built appear dark blue compared to their counterparts in the top row. The other units are unaffected which I can only assume is because they were originally duplicated from something else (while the dark ones were based on the original Marine).
I've looked all over the Actor fields and Event+ settings (which I suspect is the problem) and can't figure this out. Is it related to color, lighting, splats? Maybe somehow interacting with the terrain texture set (Mar Sara)? Admittedly I'm fairly new to all this, but this in particular has really got me stumped. Please help. Thanks!
Not sure if I inadvertently hid or moved something, if my Mac is playing tricks on me, or if it got obliterated in the last patch, but I for the life of me cannot locate 'Combat - Kill Resource'. i.e. I need to change the bounty for units in my TD. I'm new to this so maybe I just forgot too.
The thing is, I've used the field before... I have units with separate bounty amounts and they still give the old amount I set, I just can't find the field anymore.
I'm looking at Data Editor > Units > Marine, and the only field under the combat heading is "Combat: Weapons+" If I Expand All Fields it also reveals an index, turret, and second weapon field under combat.
0
@houndofbaskerville: Go
YUP!!! Found that out pretty quick :)
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Yes this is a rant. And no I'm not an editor noob. I'd say I'm advanced (far from an expert), but christ this thing pisses me off sometimes. Once you get beyond the original hurdles of "WTF is an actor," or "how do I just change a unit's damage?," you're faced with a program that handles like a house of cards next to a randomly oscillating fan. I have to save out dozens of versions for fear of one wrong move trashing my map. Lots of undos is great... but only when they actually work.
And then there's the redundancy, which, unlike most programs in that you might have multiple paths to one outcome, our wonderful Editor here has one WORKING path, and 3 others that don't. But you won't know that, cause nobody fucking tells you. Case and point, Player Properties and Game Variants.
Okay.. yes, it's great how powerful this editor is, and some of the things I've seen people do are pretty amazing. But it's so unforgiving, and confusing, and TEDIOUS that it's no wonder the only custom games actually getting play time on Bnet are terrible. With VERY few exceptions.
Like any ecosystem, the most vibrant and lively are those with variety. WC3 was a rainforest of great customs thanks to the relative accessibility of its editor. But when the SC2 editor is limited to a small group of computer programmers, you end up with a barren wasteland in the arcade (no offense to programmers).
0
@DrSuperEvil: Go
Yes, has a TurretZ.
I honestly don't even know when the turret Actors are being created (not to mention how to destroy them). The only Event listed under AutoTurretTurret (both of my towers are based off the Auto Turret unit) is: TurretEnable.AutoTurret -Create
Events+ still causes me a lot of headaches.. Any insights would be appreciated.
0
@Demtrod: Go
Yes it's a morph. The upgraded unit has a turret (the same one as the normal unit). I tried putting in another one, but no luck there either.
I think it's probably an actor issue since the tower attacks, it just doesn't turn towards it's target (or spin idly). It also works fine if I drop the upgraded unit into the map directly.
0
@Argutaris: Go
Thanks for the reply. I don't quite understand what your suggesting though. The tower and it's upgrade are using separate duplicates of the Auto-Turret actor. They each have their own weapon, but both use the default Auto Turret turret. AM I supposed to be setting an attachment somewhere?
In game, the weapons upgrade (and deal their proper damage).
0
If built before or during the game it works fine, but when upgraded into it just faces forward. Still attacks but does not turn idly or to face it's target.
I'm guessing it's some missing Actor Event, but I can't find it. Any ideas? Help would be appreciated. -Thanks
0
@tdburley: Go
Managed to find another thread about it.
0
I have a tower based off an Auto-Turret. It has no abilities besides an upgrade, with the only notable thing about it being a Veterancy Behavior (gains exp/levels up). The upgraded tower is essentially the same with it's own Unit, Actor, Attack Actor, Weapon, and Damage Effect (all of which were duplicated off the first), and it shares the same Veterancy Behavior.
Here's the problem - If the the tower has attacked anything, it will refuse to upgrade. The ability button lights up (and stays lit up), it eats the minerals, and it stops attacking. No upgrade bar, it just sits there seemingly waiting to issue the order. If issued a 'Stop' command, it will refund the cost and resume attacking as normal.
If it has not attacked yet - no problem. If other turrets have attacked - no problem. If it's gained experience - no problem. If it hasn't gained experience - no problem. Worse still, I have other towers that upgrade without this issue. WTF!?
I built the Ability twice and prodded at stats for two hours with still no success. If anyone has ideas I would REALLY appreciate it. -Thanks
0
@Bilxor: Go
Thanks for the reply. I haven't gotten into dialog boxes much yet... is is possible to create one that essentially appears to be a tooltip?
0
I have a series of passive upgrades affecting a team's units. I wanted a way to display these clearly to all players and created some extra weapons (with zeroed out stats) to show that ability's icon and current level.
The problem is I can't get rid of the damage, range, speed, and targets info within the tooltip. The only way is if I unlink the (Damage) effect, but that eliminates the tooltip entirely and nothing shows when the icon is hovered over in-game. Linking to (none) or any non-(Damage) effect has the same result.
I used weapons because I need up to 6 of these icons to display at once and I didn't think there was a way to add extra armor or shield icons.
So... is it possible to remove those fields, or does anyone have ideas how to approach this another way?
0
Figured it out! Under each Actor > Event: Macros +, they had Unpowered included, because I based them off Photon Cannon. Removed the power-related stuff = problem solved!
Thanks for trying DrSuperEvil.
0
Hey there - I'm working on a tower defense and can't figure why this is happening. Units in the bottom row are those built in-game, while the top row is units placed in the editor before testing.
As you can see the Marine, Marauder, Diamondback, Ghost, Thor, and Battlecruisers that were built appear dark blue compared to their counterparts in the top row. The other units are unaffected which I can only assume is because they were originally duplicated from something else (while the dark ones were based on the original Marine).
I've looked all over the Actor fields and Event+ settings (which I suspect is the problem) and can't figure this out. Is it related to color, lighting, splats? Maybe somehow interacting with the terrain texture set (Mar Sara)? Admittedly I'm fairly new to all this, but this in particular has really got me stumped. Please help. Thanks!
0
@tdburley: Go
Figured it out! I apparently had checked off the "Show Advanced Values" tab at the top.
0
Hey there,
Not sure if I inadvertently hid or moved something, if my Mac is playing tricks on me, or if it got obliterated in the last patch, but I for the life of me cannot locate 'Combat - Kill Resource'. i.e. I need to change the bounty for units in my TD. I'm new to this so maybe I just forgot too.
The thing is, I've used the field before... I have units with separate bounty amounts and they still give the old amount I set, I just can't find the field anymore.
I'm looking at Data Editor > Units > Marine, and the only field under the combat heading is "Combat: Weapons+" If I Expand All Fields it also reveals an index, turret, and second weapon field under combat.
Any ideas? Thanks!