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Simple Questions/Answers - Page 23

Forum Index > StarCraft 2 Maps & Custom Games 1 2 3 4 5 6 7 8 9 10 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 100 106 107 108 109 110 111 112 113 114 115 116
  baskerville   January 19 2011 19:25. Posts 541Profile 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 + 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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Old Post

 
 G_Wen   Canada. January 19 2011 20:26. Posts 513
Profile # 
baskerville: that's not a question.
Also:+ Show Spoiler +
ESV Mapmaking Team
Old Post

  baskerville   January 19 2011 20:50. Posts 541Profile 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 +
Last edit: 2011-01-20 01:50:17
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Old Post

 
 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
Old Post

 
 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
Old Post

 
 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
Old Post

 
 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
Old Post

 
 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
Old Post

  baskerville   January 20 2011 02:04. Posts 541Profile 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 +)
Last edit: 2011-01-20 02:08:45
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Old Post

 
 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?
Go fish
Old Post

  baskerville   January 20 2011 05:10. Posts 541Profile 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...

glhf
Last edit: 2011-01-20 05:10:27
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Old Post

 
 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.
Go fish
Old Post

  baskerville   January 20 2011 06:29. Posts 541Profile Blog # 
sorry for semantics, i said "mapmakers would be heard of... maybe you're the first of many to come?
+ Show Spoiler +
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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Old Post

 
 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.
Go fish
Old Post

  baskerville   January 20 2011 06:54. Posts 541Profile Blog # 
i think circumventing is always the way! + Show Spoiler +
hope we all benefit from your art soon
http://www.teamliquid.net/mirror/smilies/random-big.gif
Old Post

 
 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?
Old Post

 
 FlopTurnReaver   Switzerland. January 20 2011 10:51. Posts 1808
Profile Blog # 
Yes, by pressing v.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Old Post

  baskerville   January 20 2011 10:52. Posts 541Profile 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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Old Post

 
 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
Old Post

 
 SidianTheBard   United States. January 20 2011 11:08. Posts 973
Profile # 
Thanks for the quick response guys, appreciate it! ^_^
Old Post

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