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Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 9:54 am
by Master Jademus Sreg
IskatuMesk wrote:Also, remember when Blizzard said there'd be no arbitrary limit on how many types of tiles/textures you can have in a tileset? They lied, it's 8.
I raged about this all last night. Even a manual edit of the xml renders no effect.
Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 11:08 am
by Xenon
What the heck? I
cannot get a periodic trigger to run more than 16 times a second. Oddly enough setting the period to .1 seconds makes it run
8 times a second, not 10 like it should.
The only way I found so far is to create a lot of elapsed time events, but creating an endless series of them will leak if they aren't removed automatically on execution.
The sliding-banelings physics map appears to have triggers that fire faster but he doesn't say anything about how it works.
Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 11:14 am
by Mr.
Xenon wrote:
What the heck? I cannot get a periodic trigger to run more than 16 times a second. Oddly enough setting the period to .1 seconds makes it run 8 times a second, not 10 like it should.
Is that in game time, or real time?
Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 11:26 am
by Xenon
I tried both, same effect.
Edit: Periodic behavior effects appear to have the same limit. AAAAAAAAGGGGGGHHHHHHHH.
Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 1:44 pm
by IskatuMesk
Remember when I kept saying that we'd discover really stupid limits in sc2 as soon as we got the editor? Remember when the odd person would try to deny me that claim?
It's just like when I said that you'd be soloing Onyxia one day and people at SA scoffed at me.
Now look at you. Look at your hands balls-deep into a rhino of pain.
Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 2:03 pm
by Xenon
Someone found that using 0.0 waits makes it 1/32 seconds (not tested on Battle.net). A significant improvement, but still a stupid limit (especially because it doesn't help the behavior, createpersistent etc data period limit).
Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 2:34 pm
by RazorclawX
I made a conceptual top-down shooter (obviously bare bones) and there's two things that became apparent-- one, I'm not entirely sure how to make two units explode on collision, and two, the workaround I developed (make the missile explode when it acquires a target) does a funny thing by not exploding until its shadow matches with the shadow of the target (that is, point of origin to point of origin). This isn't how it worked in Warcraft 3 at all-- in War3 once the models intersected they were considered in collision. Starcraft 2 is also taking the units Z axis into account when determining point of origin.
It's probably what makes hitting a colossus work right, but anything that isn't as tall it's going to look funny
P.S. the fact you can hide the entire normal UI is awesome. I may try to see if I can make an Ys clone after all.
Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 3:02 pm
by Maglok
Hey that's pretty nifty RCX.

Re: SC2 Editor findings
Posted: Tue Apr 27, 2010 6:37 pm
by Lavarinth
Alright RCX, time to fund you a better graphics card..
Re: SC2 Editor findings
Posted: Wed Apr 28, 2010 12:12 am
by RazorclawX
Strangely enough, I found a second Viking model... Viking Arcade Model. Take a guess what this is for.
It's the same as the normal Viking, except it has two lights on its wings and no engine glow.
Re: SC2 Editor findings
Posted: Wed Apr 28, 2010 1:42 am
by Lavarinth
Okay.. Does anyone know how to raise or lower the water?
EDIT: Figured it out, under "Edit Water" however more in depth.. Water at various heights, I should say.
Re: SC2 Editor findings
Posted: Wed Apr 28, 2010 2:11 am
by UntamedLoli
Many copies of water.
It's pretty stupid the water isn't editable like the terrain
Re: SC2 Editor findings
Posted: Wed Apr 28, 2010 3:06 am
by IskatuMesk
Lavarinth wrote:
Okay.. Does anyone know how to raise or lower the water?
EDIT: Figured it out, under "Edit Water" however more in depth.. Water at various heights, I should say.
You need multiple copies of water (duplicating resets your changes to the duplicate btw, it's not an actual copy) for every height level.
Re: SC2 Editor findings
Posted: Wed Apr 28, 2010 11:44 am
by tipereth
Really simple version of my zealot beat-em-up idea. Uses a sort of Jade Empire-esque combat system.
Special attacks are:
Fast - A bunch of attacks really fast
Normal - Charge (Couldn't figure out how to make the guy actually use charge so it just teleports instead.)
Strong - A really strong attack
Shamelessly stole the movement controls from the Perdition ghost-shooter map. Shift heals and tab changes targets.
Re: SC2 Editor findings
Posted: Wed Apr 28, 2010 7:17 pm
by Ricky_Honejasi
tipereth wrote:
Really simple version of my zealot beat-em-up idea. Uses a sort of Jade Empire-esque combat system.
Special attacks are:
Fast - A bunch of attacks really fast
Normal - Charge (Couldn't figure out how to make the guy actually use charge so it just teleports instead.)
Strong - A really strong attack
Shamelessly stole the movement controls from the Perdition ghost-shooter map. Shift heals and tab changes targets.
So I tried it for the heck of it. I am fully aware that it's far from being a perfect map but anyway :
-> A method of exiting the map would be nice.
-> Since you can easily die, you should add some function that you can restart and try again. If you feel very lazy, add this very map (pointing to map self) as the "next map" to load after a few seconds on death.
-> If possible, the camera should not be able to view "under the terrain" (usually by extreme going down with the mouse rather than extreme up)
Also, I would like to know who's the author of the Perdition ghost-shooter. Since I decided to make a small video about your map (still not compressed/upload), I would like to be also able to point out the credits about the movement controls when I post it.