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Starcraft 2 campaign maps
Starcraft 2 campaign maps







starcraft 2 campaign maps starcraft 2 campaign maps

it seems to re-calculate things when I do it, but if its result is anything which bears relevance to this topic, I can't tell. I'm not sure if "re-ordering" the dependencies within the dependencies list does anything.

starcraft 2 campaign maps

Stargates can produce Scouts, Nexus has no Energy, Starports can produce Wraiths, Stimpacks are broken since they're required to have Campaign Research) I cannot remove the dependencies, since they are inextricably attached due to my use of the bits and pieces I brought them in for - the drop pods and Super Warp Gates. However, as a result, all my units and structures seem to be irrevocably Campaign-hijacked. so I've been left only with dependencies as my savior. The editor even mentions to me when I copy/paste things from other maps that these things will be broken until I fix them - but it doesn't detail "what" is broken, or how to fix it. I'm sure if I was more savvy with actors and such I could have fixed this manually, but adding dependencies seemed to be the only method which would work for me. So, I added all the standard dependencies where these could be found (Campaign, Campaign Story), which seemed to do the trick, allowing me to use these resources. When I copy/pasted the individual units/structures/abilities from the original campaign missions I found them, they showed up broken in my custom map.

starcraft 2 campaign maps

I wanted to script in Terran/Zerg drop-pods and use some of the pre-built units such as the Super Warp Gate found in the campaign missions - rather than re-inventing the wheel by hand-coding them myself. When I first created my map, I selected "melee," which gave me all the standard melee units/structures/abilities, etc. Hello, I'm relatively new to SC2 mapmaking and I've learned a lot about triggers, but am a bit green when it comes to the data manager/actors/dependencies.









Starcraft 2 campaign maps