Simple Questions/Answers - Page 6
Forum Index > SC2 Maps & Custom Games |
Solidus_315
213 Posts
| ||
Nich
397 Posts
| ||
Moridin2002
Sweden1 Post
be about 1 vampire or something who should try to infest the rest of the players untill only 1 was left very similar to the old "whos the vampire" on wc3. | ||
ProoM
Lithuania1741 Posts
| ||
funcmode
Australia720 Posts
On August 31 2010 01:17 Nade wrote: How do i determine exact playable area in the view port? Is there any stuff i could on to block/notify me the playable area of the map? O - Pressing "O" will turn on the bounds view, placing two borders around the outside of the map, the blue line represents the playable area, the yellow line is the camera limit bound. CTRL + SHIFT + H - This shows unit pathing. Typically there will be a red ring around the outside of a map, indicating the edges of the playable area. On August 31 2010 04:20 ProoM wrote: what is the meaning of life? 42, obviously. | ||
gamecreator
United States24 Posts
Game - Set the next map to "mapname.SC2Map" Game - Set the next map to "mapname" Is this simply not supported/possible? Or am I doing something wrong? Also, how do you transfer data between two maps (like which upgrades you took or who lived or died)? | ||
lepape
Canada557 Posts
Edit : Seems like it was called ''wander'', very simple after all. | ||
ghorghor
1 Post
On August 31 2010 04:04 Moridin2002 wrote: Anyone know what map TrumpSC played last night? It was a custom map wich seemed to be about 1 vampire or something who should try to infest the rest of the players untill only 1 was left very similar to the old "whos the vampire" on wc3. Its called Parasite and it is not available on European Servers as of yet. It will be available soon, thats what was said in the Trump Channel on IRC last weekend | ||
ectonym
United States147 Posts
thx | ||
waffling1
599 Posts
On July 28 2010 17:08 yeti wrote: when "fazing" do I do an right click or A-click when I am alternating between targets? did they get rid of fazing? i can't seem to do it. | ||
lepape
Canada557 Posts
Where can I change the cost for upgrades? I can't find it anywhere, I know it's probably extremely obvious, it should probably be under ''Upgrade'', but I just can't find it. Thanks. | ||
WniO
United States2706 Posts
| ||
stet_tcl
Greece319 Posts
On August 31 2010 07:50 gamecreator wrote: What's the proper way to load one published map from another after victory? Neither of the below has worked for me: Game - Set the next map to "mapname.SC2Map" Game - Set the next map to "mapname" Is this simply not supported/possible? Or am I doing something wrong? Also, how do you transfer data between two maps (like which upgrades you took or who lived or died)? I may be wrong but as far as I know, this doesn't work for published maps yet. Blizz will probably implement it in a later patch. You can make this work for single player (if the map is downloaded and opened through the Map Editor). You just have to place the maps in the "C:\Program Files\Starcraft II\Maps" folder or a subdirectory of that (which I think you have to specify using a '/' instead of '\' ) so "C:\Program Files\Starcraft II\Maps\Test\test.sc2map" will be "Test/test" in your trigger. You can transfer data between maps using data banks. Won't go into details since they are pretty easy to figure out. On September 01 2010 10:51 lepape wrote: Here's another very simple question, I must have spent an hour trying to solve it : Where can I change the cost for upgrades? I can't find it anywhere, I know it's probably extremely obvious, it should probably be under ''Upgrade'', but I just can't find it. Thanks. I also spent a lot of time figuring this out ^^ If I remember correctly you have to open the building that researches the upgrade (not the upgrade itself), go to the Abilities tab and you should see something like "Ability - Research xyz". Double click on that to open a pop-up, scroll down a bit and you'll see the cost. I may be mistaken on this one as well since I don't have the editor right now so if I remember wrong tell me and I'll check it out. | ||
Zerokaiser
Canada885 Posts
| ||
sh1tbringer
Germany14 Posts
Could anyone suggest a way to enable the players to activate/deactivate autocast on unit-abilities via hotkey? I mean... having to right-click that shit all the time is kind of tedious... Is there maybe some kind of solution/woraround to this problem? | ||
dezi
Germany1536 Posts
| ||
sh1tbringer
Germany14 Posts
On September 02 2010 23:34 dezi wrote: What was the key to toggle through the different versions of a doodad (some have up to 29 variations and it's annoying to always reopen the box to change the type). The "," and "." - keys toggle through doodad-variations in the editor. (You can also deactivate/activate the randomization of doodad variations, rotation and scale in the Edit -> Random menu...) --- Concerning the randomization of doodads: Does anyone know how to set a specific variation of a doodad when creating it with a trigger? So anytime a doodad is created with a trigger it looks the same? Thanks in advance for any hints... | ||
Zerokaiser
Canada885 Posts
| ||
Koshi
Belgium38331 Posts
| ||
stet_tcl
Greece319 Posts
On September 02 2010 23:24 sh1tbringer wrote: Hi! Could anyone suggest a way to enable the players to activate/deactivate autocast on unit-abilities via hotkey? I mean... having to right-click that shit all the time is kind of tedious... Is there maybe some kind of solution/woraround to this problem? The Action you want to use is Units->Issue Order->Change Autocast Mode. The event you need is probably UI->Key Pressed. So If for example you want to turn autocast for Charge on/off you can have Ctrl+C as your hotkey. On September 03 2010 00:24 sh1tbringer wrote: Concerning the randomization of doodads: Does anyone know how to set a specific variation of a doodad when creating it with a trigger? So anytime a doodad is created with a trigger it looks the same? Thanks in advance for any hints... I have never used any of this on an actual map so I have no idea which is the most effective or if there is a better solution but here are some suggestions that work as far as I know: a)Create a still, invulnerable unit instead of a doodad and then use "Actor->Send Actor message to Unit->Model swap" setting the model and variation you want. b)Use the Data editor to force your Doodad to have only a single Variation through editing its models. See this post with PICS! in it. c)Use "Animation->Play animation on Doodads in Region" and fool around with the settings. I know this can be used to switch between doodads of the same kind (eg open door -> closed door). I'm not sure you can change variations with it but you can give it a shot. | ||
| ||