baskerville January 19 2011 19:25. Posts 541 | Profile Blog # |
"different leaderboards to different players" little do i know (sc2m/assets/), but like for all lobby issues, data for post playing is all a ok doable + Show Spoiler +(friggin long to do and mostly test twinker with...): anything can be done...!!!! + Show Spoiler +the only shit is that you might forfeit the "melee" tittle (just the tittle, not most melee pre set "para matters"), but that's just the cost of politics.. so go for it!!!
"set Unexplored Areas to Grey Mask." grey= default setting = visible map greyed out, just need a unit to de grey black= original = all black, just needs a unit to be discovered which then is greyed out+ Show Spoiler +Last edit: 2011-01-19 19:42:32 |
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| G_Wen Canada. January 19 2011 20:26. Posts 513 | Profile # | |
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baskerville January 19 2011 20:50. Posts 541 | Profile Blog # |
i tried helping with "answering" previous unattended questions (did u miss the quotes?) the leaderboard question and the question about the fog
yes...?, u had something to add about too much spoilering perhaps? + Show Spoiler +by the way this is not the simple question thread, this is the simple questions/ simple answers thread, + Show Spoiler +so i could basically spam it with simple answers, no? Last edit: 2011-01-20 01:50:17 |
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| Ragoo Germany. January 20 2011 00:51. Posts 2207 | Profile # |
On January 19 2011 07:16 Ragoo wrote: Can anyone tell me how to change the texture of Destructible Rocks from jungle to volcano textures when making a map on Bel'Shir texture set?
I need some Rocks with jungle texture and some with volcano (Char) texture.
On January 19 2011 07:22 iGrok wrote: you can't AFAIK The base texture set determines special textures for some things
I finally found out how 
Was pretty obvious but there is just so much stuff you can change under model that I didn't see it.
You just go to Data , select the Destructible Rock 6x6 for example, go to Model , scroll down to "Texture Applied Groups" and select whatever type you want (for me it was Char). Now your Rock has Char texture or whatever you chose 
I hope that's helpful for others as well.Last edit: 2011-01-20 00:52:33 |
| | Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud |
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| funcmode Australia. January 20 2011 01:01. Posts 680 | Profile # |
I was actually halfway through a reply last night stating that I knew it was do-able since I did it in one of my previous maps. However, I couldn't remember exactly how I did it, was going to find out, but decided to get some sleep in anticipation of today's GSL matches instead 
I'm glad you found out - however, from what I remember, switching the model's appearance is applied universally, so now won't all rocks on your map be Char textured? Don't you want both (one type for the north side of your map and another type for the south)?
I guess you could use different size rocks or something... |
| | @funcmode - TPW Mapmaking Team - theplanetaryworkshop.com |
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| Ragoo Germany. January 20 2011 01:10. Posts 2207 | Profile # |
| Nope, I just duplicated the Destructible Rock 6x6 and then changed one of the models, so now I have both types (actually I duplicated it 3 times cause I also needed two different types of low HP rocks lol). |
| | Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud |
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| funcmode Australia. January 20 2011 01:17. Posts 680 | Profile # |
Ah, so you just duplicated the unit and thus have 2 different (yet technically identical) versions of 6x6 rocks... I can't believe I didn't think of that. Sometimes the simplest things pass us by 
Won't that force the custom game type instead of melee though? Not that that's really an issue I suppose - the game still plays the same. |
| | @funcmode - TPW Mapmaking Team - theplanetaryworkshop.com |
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| Ragoo Germany. January 20 2011 01:27. Posts 2207 | Profile # |
Still has the category "Melee,Custom" as it had before cause I changed HP of the rocks, so that's fine I guess. I don't really understand why changing some HP and having the Rocks choose a texture from another texture set should change it to Custom, since I might as well stack a thousand Rocks or other stupid stuff and it'd still be Melee, but maybe these details are too much to ask from Blizz. |
| | Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud |
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baskerville January 20 2011 02:04. Posts 541 | Profile Blog # |
"why changing some HP and having the Rocks choose a texture from another texture set should change it to Custom"
just blizzcause
(it retains all the melee useful stuff, its just politics that made blizz categorize ANY change as custom and make a dialog box pop up saying "we are not liable...= custom", + Show Spoiler +not to say they are not the best company out there regarding the "after purchase services", as far as games go they are )Last edit: 2011-01-20 02:08:45 |
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| Snowyowl Sweden. January 20 2011 04:00. Posts 23 | Profile # |
Is the event "Timer - [Timer] expires" broken? I have created an expiring timer, set it to a variable, created a window for it and all that shit, but when a different trigger using the above event should trigger, it doesn't. It won't even display the helptext I'm using to see what's wrong so from what I can tell the trigger doesn't fire up at all. Can anyone confirm this? |
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baskerville January 20 2011 05:10. Posts 541 | Profile Blog # |
i think the term "broken" (used to work but now it doesn't) is highly unlikely to be applicable... (trigger happy mapmakers would have cried out!!! (they usually do), even if it didn't function from the start (doubt that))
i suppose u overlooked some thing in your "equations", or forgot to set "use map settings" type of shite...
glhfLast edit: 2011-01-20 05:10:27 |
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| Snowyowl Sweden. January 20 2011 06:11. Posts 23 | Profile # |
I didn't really ask if "broken" was the correct word, but if the event was malfunctioning to anyone else.
Since I have tons of more triggers in my map, which works (most of them atleast), but this event in particular doesn't, I'm pretty sure "use map settings" is in effect. Following are all my triggers related to the trigger in question.
Event Timer - Elapsed time is 1.0 Game Time seconds.
Actions Timer - Start (New timer) as a Repeating timer that will expire in 150.0 Real Time seconds Variable - Set DZTimer = (Last started timer) Timer - Create a timer window for DZTimer, with the title " ", using Remaining time (initially Visible) Variable - Set DZTimerwindow = (Last created timer window) Timer - Show DZTimerwindow for (All players) Timer - Set timer for DZTimerwindow to DZTimer
This trigger works as intended.
Event Timer - DZTimer expires
Actions Variable - Set DZCounter = (DZCounter + 1) UI - Display (Text(DZCounter)) for (All players) to Subtitle area General - If (Conditions) then do (Actions) else do (Actions) If DZCounter == 1 Then UI - Display "Message" for (All players) to Subtitle area Variable - Set DZExecute[0] = true
All the variables I'm using have been set properly. Yet, not even my test message (UI - Display (Text(DZCounter)) for (All players) to Subtitle area) shows up, confirming that the event does not work. In the description of the event it states that it can handle repeating timers as well. |
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baskerville January 20 2011 06:29. Posts 541 | Profile Blog # |
sorry for semantics, i said "mapmakers would be heard of... maybe you're the first of many to come? + Show Spoiler +i had no problems with triggers in previous blizz editors but have not come around to it yet in galaxy... i suggest you post the exact same post on sc2mapster, i wizzed through and no one seems to have posted on "timer" issues... and i superwhizzed through the assets to find a tutorial, but it's never easy to quick search these things...
my further 2 cents:
does not a repeating timer make the ensued events null and void as opposed to a "regular" timer...?!? just saying maybe a repeat timer needs an extra something (or something extra u put that should not be there)...
the first trigger launching the second (with repeat timer), is that procedure? maybe the original is somehow to blame?
is this for 1 player offline?
custom dependency(ies) checked?
if it indeed is blizz faulty or blizz non allowed = post on bnet
i doubt it's "broken" or it would have been since galaxy got outed, but is entirely possible,
some functions of galaxy (publishing an original race for game start for instance) are there but are not "functional", which is a pity...Last edit: 2011-01-20 06:37:06 |
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| Snowyowl Sweden. January 20 2011 06:50. Posts 23 | Profile # |
| Instead of solving the problem, I dodged it by using a periodic "game time elapsed" instead, works almost aswell, just a bit of tuning to do to make it look nice. Thanks for the help though, appreciating the links. |
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baskerville January 20 2011 06:54. Posts 541 | Profile Blog # |
i think circumventing is always the way! + Show Spoiler +knowing u beat it is enough, knowledge is always overrated hope we all benefit from your art soon
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| SidianTheBard United States. January 20 2011 10:39. Posts 973 | Profile # |
If you put a doodad in your map, let's just say "Sunrays"
Is there a wave to preview how it'd look in your map without actually having to test it? |
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| FlopTurnReaver Switzerland. January 20 2011 10:51. Posts 1808 | Profile Blog # | |
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baskerville January 20 2011 10:52. Posts 541 | Profile Blog # |
set preferences on ultra in view / toggle lock to game view (FlopTurnReaver: v)
all good?
Last edit: 2011-01-20 10:55:09 |
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| FlopTurnReaver Switzerland. January 20 2011 11:05. Posts 1808 | Profile Blog # |
As soon as that feature about marking helpful posters gets implemented on TL you should be the first guy to receive one  |
| | Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg |
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| SidianTheBard United States. January 20 2011 11:08. Posts 973 | Profile # |
| Thanks for the quick response guys, appreciate it! ^_^ |
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