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Multi-Phase Spells by ProzaicMuze (sc2mapster.com)   Added 13 years ago
While not entirely practical, this tutorial will walk you through all of the ability phases with Text Actors and tie spell effect chains to them. We will be creating a single ability that summons units, raises them into the air, sacrifices them and then temporarily model swaps the caster. I did n...


Customized Projectiles by ProzaicMuze (sc2mapster.com)   Added 13 years ago
WARNING: You are expected to know how to make a missile and change its mover. This tutorial won't be covering how to make missiles, custom launch sites or cool effects. Those can be found in Actor, Site Operation and Spell tutorials. We will instead be creating custom movers that control how the ...


Range Indicators by Kenoli (stardepot.org)   Added 13 years ago
http://www.stardepot.org/tutorials/range_indicators/01.jpg Unit Placement The range indicators seen during building placement (IE Missile Turret, Spine Crawler) are Range Weapon actors, which are created by a Placement Model actor, and are based on model name. http://www.stardepot.org/tuto...


Create a Hero with Attributes by Khlox (hiveworkshop.com)   Added 13 years ago
As known, many people want to make a map which has a hero as main unit for the player, but not just any hero, but a hero like in Warcraft 3, with attributes and spells that will level. And happy me I happened to stumble over it how to, so here I go... Example map: (link) Have fun reading this...


Catalog Functions by mrzwach (hiveworkshop.com)   Added 13 years ago
This tutorial will teach you how you can use catalog functions to retrieve and set data from the data editor ingame. Requires a basic knowledge of triggering. Catalog Functions The first catalog function is Catalog Field Value Get. In short, it tells you what the value of a certain field in t...


Designing an Ability by (wiki) (staredit.net)   Added 13 years ago
In this "exercise", we'll create a Speed Boost ability that we'll apply on a Zealot, replacing its current Charge ability. Ability's characteristics: Has a cooldown Increases temporary the caster's speed Doesn't interfere with any current order (to prevent the unit from stopping to Move/Attac...


Making Units Damage Upon Death by New-Hydrolisk (staredit.net)   Added 13 years ago
Making a unit deal damage on death is something that is done by using the Data Editor (versus the Trigger Editor). It is not quite as simple as making a straight duplicate from the Baneling's, and in fact, the Baneling seems to have a lot of "fatty" data attached to it, that in most cases the user ...


Basic Regions by Wizardum (udmod.com)   Added 13 years ago
The region system of the Galaxy Editor is quite easy to use yet very powerful. You can create any shape for a region with smart of use of rectangular and circular regions. Let’s get to the basics You probably start the editor with the terrain layer open, to open the region editor go to Lay...


Terraining Tips by Payne (staredit.net)   Added 13 years ago
We've seen a lot of tutorials around, but there really is only very few tutorials about how to terrain. So far, I've found these: #1 (2 parts), #2 (3 parts). I am here proposing to all StarCraft II mappers to give out their little tips about Doodads Placement and General Terraining and share an...


Terraining for Dummies by Mozared (sc2mapster.com)   Added 13 years ago
Introduction Greetings everyone! My name is Mozared and I was asked by payne007 to participate in his terraining thread over at the StarEdit Network (SEN). In response, I told him I'd do a general tutorial on terraining as a whole. One aimed at the people who open a map, stare at the empty patc...


Ingame Terrain Deformation by xhatix (sc2mapster.com)   Added 13 years ago
Example map: (link) First - you need experience with the Actors - i will not explain why to do things, or how to set specific datas. Just give you a quick Guide to do this. To actually do OTF (On-the-fly or live) terrain deformations you need 2 things: an actor a hook - in terms of somethin...


Time Management by Cardinal (staredit.net)   Added 13 years ago
The Importance of Time Management Creating a Campaign, Mod or even a Map is a massive undertaking. If you are working alone or in a team, it is crucially important to manage your time effectively. Many people will just sit down, open up Galaxy Editor and then start working on their map. These are ...


Tint Projectiles Based on Player by Payne (staredit.net)   Added 13 years ago
If you want the missiles of your unit to be colored based on the player that casts it, this tutorial is for you! The fact that I am using 4 upgrades, requirements, validators, events, etc. is because I'm going to make the game tint the projectiles of 4 different players. General concept We'l...


Leveling Units by (wiki) (staredit.net)   Added 13 years ago
Setting amount of experience required Behavior - Experience Fraction determines what gives XP to the hero (example: 1 kill == +1 XP). Behavior - Veterancy Levels + is used to set the levels' properties. From there, add a value. Note: each new value is a new level. You can set the amount of e...


FAQ by (wiki) (staredit.net)   Added 13 years ago
Are there any very basic tutorials about the Galaxy Editor? Yes. Follow this link. Why can't I see the Omni-Lights I am placing? You need at least the 'High' setting for the "Lighting" Graphical Setting. How do I place and assign Start Locations? To place one, go under the "Point" layer...


Creating a Missile Spell by Payne (staredit.net)   Added 13 years ago
Ever wanted to create a Missile ability? Well, here you go! This tutorial is set up so that the missile will hit anything on it's path of fire. Missile includes details about the different types of missiles and what the different fields do, so if you want your missile to behave differently, che...


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