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Is there a possibility to edit or even add playercolors? I know they are stored as integers, but there might be a way to edit the refered colors. If not: is this planned?
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Is there a possibility to edit or even add playercolors? I know they are stored as integers, but there might be a way to edit the refered colors. If not: is this planned? Go to the data editor, and select 'Gameplay Data' from the dropdown. You should be able to edit the player colours in the 'Team Colours +' section. |
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Any plans on making a Story Mode map easier to make? I'm having so much trouble playing a simple news report the right way. And that's just the start.
As someone who loves making campaign maps I was happy to hear about the multi-map campaigns feature which will be added in a future patch. Although with the 10MB limit for a map I'm afraid it won't matter much to me, as I have high standards when it comes to quality. This includes making a voice over for every transmission in a map. You'll easily break the 10MB limit by adding about 50 transmissions, and adding custom music is almost impossible. Any chance the limit gets bumped up for multi-map campaigns? The maximum limit for these custom campaigns needs a serious increase as well, 50 MB is good for about 2 high quality maps. |
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Edited by nodgene on 19/10/10 01:56 (BST)
I've had a look at the forum threads and I'm not sure if this has been answered before, doesn't seem to have been... but, it's in regards to the "Unit is in Region" condition. I've been trying different things for a few hours now and I have reached a brick wall.
It's been said to be a solution to not having a "units in" rather than "enter/leave" a region event. But this requires a unit event of some variety, or it complains in game that the condition is missing a unit event to source from. I was fiddling around with unit types other than "triggered", but none seem to do the job. That makes what I want to do impossible, which is a every X seconds timer event, and then... Conditions: -Owner of... -Is Excluded... -Is in Region... So every second or two, the player will get a small amount of minerals or vespene or whatever for simply having some units in the region. Now I could just have, as I tried, a "unit entered region" event, which sets an integer to 1, and if they leave it sets it to 0, while in another trigger it asks every second if the integer is 1, and if so it grants some minerals. But, heh, I haven't been able to make the "unit is dead" event work properly. If that can't be worked into it, then the trick of setting an int state to manage things won't work. As sure, units go in, set the int state to 1, but if they're shot to pieces it doesn't set the int back to 0, as death doesn't count as having "left" a region hah. Bit long winded, but it hopefully gives enough contextual detail to work with. If the int state work around works, by someone pointing me to making the "unit is dead" event work properly, fine, but it seems like a rather exhaustive way around a simple problem. . . . Oh, and just to say, I love how you've made the editor. I know a lot of less experienced mappers may complain, but I've used a fair few level editors and sdks in my time and find the mod mapping systems and general level design functionality wonderful. Reminds me of Final Sun and Sun Edit 2k from the Tiberian Sun era. |
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@nodgene,
Hey there. Personally, I would probably set the condition out like this: - Number of units in unit group - Type: living --- Unit group: [A function] Units in region matching condition --- <your options here, defaults are probably fine for what you're doing, except you may need a trigger for each player> - is greater than --- 0 That should work, as far as I know, and shouldn't require a unit event. Good luck! |
@nodgene, Thank you VERY much! You have no idea how confused I was. That works a treat! :) I am wondering could you help me with my other outstanding issue, if you can? It's listed in the FAQ thread I believe. Those two issues are the only thing stopping my map from working in a balanced way. |
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Well, I got a question. Maybe even not one question... See, in map I'm planing to make, you get income from structures, that when reach 100 energy, give you some minerals. Their energy increase rate is too low, and to increase it you have to use other structures which have "auras" tat incease the energy increase speed of specified structure.
So... How I make so ian ability would increase energy of only the specified unit? How do I make so building would use ability automatically after getting enough energy and would give you minerals? |
When wil setting a custom race to selectable actually allow them to be selectable in the lobby? This question was asked at BlizzCon yesterday. It sounded like they are looking into that. Would help more than a few mods. And what might be even nice, make it possible to add more races? :) |
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Edited by alejrb on 23/10/10 18:05 (BST)
Will it be possible to change terrain height in game? Would be so cool to have terraforming. I am mostly thinking about making it possible to make a Dungeon Keeper mod, but it would really open for so many more game types. They sort of answered than one! :D They said, Q: Are you going to add missing triggers that existed in the wc3 editor like change terrain cliff height, change terrain texture, revive unit and tons of other things I don't remember? |
Will it be possible to change terrain height in game? Would be so cool to have terraforming. I am mostly thinking about making it possible to make a Dungeon Keeper mod, but it would really open for so many more game types. I am just not so sure that they know some players might want that, but even more so, I am not so sure how much time it would take for them to add this function. I have a feeling that it will cause quite a few problems for the game engine. Especially regarding buildings. The cool thing is buildings as it is now, does terraform a bit when placed, but height and cliff height just is not the same. I really hope they do make it possible to change cliff height though. |
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What does the "release magazine" effect do?
The only unit that uses it is the broodlord and even if you remove it from the unit there is no visible difference. If anyone knows what it does and how to use it, please explain. |
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Edited by alejrb on 24/10/10 23:58 (BST)
Is there any trigger that checks how many units does the player commands?And if possible is there any way to check how many, buildings only, or ,units only ,the player commands? Sure. You want to use the functions set out like so: (Number of Living units in (Any units in (Entire map) owned by player <Any Player> matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) (For reference, this is the 'Number of units in unit group' trigger, with the unit group set to 'Units in region matching conditions' and the region set to 'Entire map'.) If you want to check structures, set the conditions to require structures. If you want only units, set it to exclude structures. Don't forget to set the player number to the player you want to check! :D Good luck. |
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Could you please add omnilights which make units and doodads cast shadows?
Floodlight doodads can already do and it would help creating far more atmospheric scenes with light. Water seems to be completly unaffected by lightsources, sucking it up even so that lit areas beneath the water are dark, making it impossible to use it in dark scenes with lightsources. Please make water/terrain under water affected by lightsources. |










