Topic GalaxyEditor FAQ (Problems & Solutions)
I have a problem I cant seem to fix or figure out: When i open a map in the editor from battle.net everyting seems fine until I open the trigger module, it's totally blank. I know there should be triggers but for some reason I cant see them or change them at all. I cant add new either. It works fine when I open one of my own maps.
Does anyone know why this is happening?
Edited by Antoxa on 17/10/10 09:20 (BST)
Is there way to remove localization from editor? I have russian version, and all menus (even triggers!) localized, which is suck. Also all tutorials on english.
I don’t have money yet to buy euro version.
Edited by nodgene on 19/10/10 15:36 (BST)
I have been playing around with a kill reward trigger.
-Unit - any unit dies
-Killing player X
-Variable Set VARX = Bounty (Minerals)
Player - Modify player X Minerals: Add VARX
Now ordinarily the kill system works without the VARX hoo-haa, but I realised that the limitation to the system of rewarding every kill with a set reward means that an unfair benefit would be earned from killing lesser or greater valued targets, like zerglings or ultralisks. This would discourage certain tactics in the game beyond their actual tactical worth, based on the issue of perceived reward. Not what I want. I think I've been doing this the wrong way...
The use of the "bounty" preset seems to return about 25 regardless of what unit dies to trigger the trigger. Which obviously isn't helpful.
Is there any way to reward the player with a mineral value relative to the killed creatures mineral cost, or something like that? And furthermore, I presume this would be the simple next step using mathematical operations, but to reduce that value so it's not 100% of the original?
If you simply want certain units to give a certain amount of resources whenever they're killed to the killing player, you can set this value in the data editor for the unit. In the unit tab, set the 'Combat - Kill Resource' field for the unit, and this amount of resources will be granted to the killing player when this unit dies. You can easily set this value to different amounts for different units.
There are two ways of making it work is, during the game, you want to change the amount of resources a unit gives on-the-fly. The first is to set up a trigger system as you are, and use lots of conditionals. This works, and is more customisable, but may be overly complex and not the ideal solution.
The other system is to create some upgrades, set them to type 'Unit' and make them alter the 'Kill Resource [Index=Minerals]' (or whatever resource) field. You can then make these upgrades only effect the relevant units, and grant them to individual players as required.
Thanks very much, again. This time however I actually thought of a way around of it, your suggestion got me thinking.
I managed to use a series of actions to get it working as I'd like it. As I wanted something relative to build cost.
Event...Unit - any unit dies
(Killing player) == 1
-Var Set "VarX" = (Mineral cost of (Unit type of (triggering unit)))
-Var Set "VarX" = (VarX / 2)
-Player - Modify player "1" Minerals: "VarX"
:) Seems to work!
I think I'll use a similar system to enhance the units in region trigger system you helped me with, to multiply the reward by the number of units in the region. More in, more reward. Should be straight forwards.
I was wondering, I've checked this forum and found out how to spawn units and send them to attack something or go somewhere, but I'm wondering is there a way to tell them a more generic "hunt" command? I'd like them to move towards the centre of the map, but at the same time I'd prefer they look for enemies rather than go one way as they don't seem to care if they're getting attacked if they have been told to attack a unit at the centre of the map.
Perhaps give the AI an "enemy with visibility" option in diplomacy with the players and tell the AI to do something generic in way of "attack"?
Edited by alejrb on 28/10/10 13:30 (BST)
As far as I'm aware, telling the unit to 'attack' a point rather than a unit will issue an attack-move command, allowing them to respond when they're attacked while in motion.
I don't think there's a general hunt command, but the global suicide trigger (might require the campaign dependencies to be active) causes all units to seek out and attack an enemy. It's possible there is a unit specific equivalent - I haven't looked for one.
Thanks! Also, err, it seems my spawn cycle doesn't send the entire spawned group... which is probably something simple I've done wrong.
Unit - Create "WaveNum" Zerglings...
Unit Group - Add (last created unit) to WaveGroupWest
Unit - Order all units in WaveGroupWest to (Attack targetting Point_Centre)...
Unit Group - Remove all units from WaveGroupWest
Variable - Set WaneNum = (WaveNum + 1)
Isn't there a "Add last unit*S*" or comparable? :\ I can't have a mighty zerg force appear, and then proceed to sit around and leave the work for the most insane zergling!
i just started to make a space map with only airplanes and something
but i got a problem cause i wanted to create astroids and little sattelites just for the optic.
I cleared the field only to sero and built up some organic cliffs but now i cant add tecnic cliffs without an organic around them
sb know how to fix this?
i know that it has to work but i don´t know how.
help me out :(
The one and only Cheater
this doesnt help me. it wont let me log on because it says i dont have the most recent patch and it will install it automatically and close the editor down and reload it when the patch is done but it doesnt do what it says ever.
Try running it as an administrator. If that doesn't help, post in the technical support forum, where someone might have a better idea.
Ok so I haven't been on the editor yet (explained in last post) but is it possible to make a marine that fires Thermal Lances and a battlecruiser that fires nuclear infested kerrigans and also maybe a marine that can carry units and every time ones unloaded the marine explodes? The first sounds doable to me but not sure about the second and third :P
Sounds doable GnomeBane, but you'd need to look into the data editor, spend time figuring out what works and why. I have no clue how to do what you suggest but given the range of options it's very likely doable.
I have another very simple question however, is it possible to reduce a map size?
Edited by alejrb on 03/11/10 20:55 (GMT)
I have another very simple question however, is it possible to reduce a map size?
Use 'Map > Map Bounds' - tick the box for 'modify map bounds' and adjust as you want. Keep in mind, as it will kindly remind you when you try this, that the operation cannot be undone, and all existing undo info will be removed. :D
Edited by nodgene on 04/11/10 16:46 (GMT)
Once again, thanks!
Since you're practically my mentor in such things, I have generated a few unanswered questions which you may be able to help with. The guys on sc2mapster weren't all that helpful...
1) I have made it so that my command centre produces terran, protos and zerg units via submenu buttons. However, for some reason when most units are training they use the submenu terran, protos or zerg buttons instead of their actual respective buttons... but it's not absolutely true. Zerglings use the hatchery submenu button when training, but hydralsks use their actual button? Bit odd... how do I modfiy the button which is used when a unit is training?
2) .... stupid question, nevermind.
3) I understand that to make technology required abilities, like stimpacks for instance, require a technology means you just fiddle with the requirement tab under the abilities section. However, for something like adrenal glands or centrefugal hooks? I can't see where the requirement for say, a lair is to enable that ability to be used from the start, since it's not an ability like stimpacks, it's a behaviour change.
With regards to your first question, buttons are defined all over the place, and I have never bothered to really look into which is which (for the simple reason that I tend to set them all to exactly the same thing). Generally, though, make sure the units you're producing have the correct button set in the following places:
- In the buttons tab, set the correct icon for both 'Icon' and 'Alert icon'.
- In the 'Train...' ability for the building, make sure that the 'Info - Button - Default button' is set to the correct icon.
- When adding the ability to the command card, make sure you pick the correct button.
For the second question, it involves quite a lot of tracing your way through the editor to make it clear. Generally, however, here's how it works:
- Instant upgrades - from concussive shells through thermal lances to hooks - take the form of 'talent' upgrades. Units don't start with these, they need applying to take effect.
- Some - such as concussive shells - are quite complicated. Others, such as hooks, are simple. These are applied through being researched.
- The actual upgrade details are in the 'Upgrades' tab.
- The requirements for research lie in the research ability belonging to the building responsible. For example, hooks is found in the 'Research (baneling nest)' ability - open up 'Info +' to find it, double click on it, and you can pick or remove the requirement.
- Note that the requirement details are found in the requirements tab, if you want to change it rather than remove it.
Good luck. :D
Edited by nodgene on 06/11/10 18:57 (GMT)
Thanks once more!
I went through the button systems you suggested, I had done previously I'm sure. I saw no difference between the hydralisk which works and the zergling that doesn't... very odd.
I also got centrifugal hooks working! But when it's researched it doesn't go away from the unit's command cards? :\ Odd, also although I gave the ultralisk the ability to research chitinous plating or whatever it is, it doesn't show up at all on its own command cards. And the zerg tech adrenaline for the zergling still complains about not having a lair...
EDIT: okay, turns out if you mess up the order of research in the ability tab (like delete anarobic synthesis) then the other techs refuse to register. However you can create a new a research which has no requirement association via the ability tab, I think... which compensates for the above issues, mostly. However they still refuse to go away after being researched. :\
Well, it's got interesting, I'll give you that! Any suggestions would be greatly appreciated, as per usual.