Staredit Network

Staredit Network -> Welcome -> I Hath Arrived
Report, edit, etc...Posted by Z.C. on 2003-12-10 at 01:07:29
Bad joke for a title, I know. I am what you would call a beginner to these forums. However I am not a beginner to map making, and could be quite good at it if only i were able to choose an idea. Anywho, I have had those issues with the download script that never have seemed to have been resolved...so i would like to have one main thing verified.
In the revolutionary "haunted battlecruiser" map, did yoshi simply put empty paths into staredit that pointed to the mpq, where later the .wav's were inserted, or was some method of patching implemented? I look forward to a reply. Thanks in advance, since I am not always a frequent visitor. tongue.gif
Report, edit, etc...Posted by SpaceBoy2000 on 2003-12-10 at 01:35:51
Yep. When you patch the music and sounds into your MPQ, the map was able to access those sounds and got them to play on the map.
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-10 at 06:34:36
Go read the DL DB

Oh, uh Welcome wink.gif
Report, edit, etc...Posted by dashrike on 2003-12-10 at 10:44:53
Yeah... Welcome, I guess...

I'd suggest altering your ways and visiting more often. Its really a great site.
Report, edit, etc...Posted by chuiu on 2003-12-10 at 11:10:40
Go to the tutorial database, he explained the process there.
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-10 at 13:25:44
Exact tutorial here.

The concept orginally started when I was trying to remove the normal "Sound" and "No sound" versions for typical big maps. The "Sound" versions were too big for battle.net play, and the "No sound" versions sucked. After much time of using MPQ programs, I eventually figured out that I could use the same stuff they use in the conversions (I.E. campaigncreations.org... half the campaigns there have different .exe files for you to run) and use it as a battle.net compatible map. Oh wait, it gets better. I figured out how to inject the sound files into your brood war MPQ's and make them play, all with the same map biggrin.gif

The things I'd like to do is get different MPQ files (example, sen.mpq in your SC directory plays the sounds), but for now it'll do fine smile.gif

Read the tutorial, if you wish to know more, just ask.
Report, edit, etc...Posted by Deathknight on 2003-12-10 at 15:42:09
Welcome to Staredit.net and,
ENJOY YOUR LOVELY STAY :UBEREVIL: :UBEREVIL: :UBEREVIL:

jk but um, hi smile.gif
Report, edit, etc...Posted by Z.C. on 2003-12-11 at 00:31:10
Well thx for the welcome, and whatnot. I have been to this site many times previous these initial posts,and learned a few new tricks, (such as exploiting the way a bunker stores its units), but don't usually talk(I'm not much of a typer). I have found some errors on the site, that were not posted on the feedback forum, at the time of posting. Here they are: . The links on the main page to download maps still link to the remnants of the previous download database, and once there it gives you the classic"you are not authorized to view this file" error. The second was that your index array for the download index that is for the mpq for "the haunted battlecruiser" is currently set to redirect to the main site, not the file. All others seem to be working fine, however. The layout for the site is great, and the forum is even better, as it has easy to use mail and a text based rpg fighing simulation also. Kudos on the great site, staff, and (working) downloads! smile.gif P.S. thanks for the reply on the wav file tutorial(i think i read it before, but didn't associate with the Haunted Battlecruiser map.) Sorry for not posting the errors on the feedback forum, I was lazy and by posting it all here took out two birds with one stone. Thanks again!
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-11 at 08:49:26
The Downloads DB is still under construction. Its chu's job to finish that, its my job to fix the rest of the site biggrin.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-11 at 09:43:58
lol soooo whats Technical Death doing anyway?
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-11 at 12:26:32
Technical Death only exists on SSC. As far as I know, he doesn't go there anymore.
Report, edit, etc...Posted by dashrike on 2003-12-11 at 13:27:13
QUOTE(Yoshi da Sniper @ Dec 11 2003, 12:26 PM)
Technical Death only exists on SSC. As far as I know, he doesn't go there anymore.

Why would he want to? Nothing ever happens over there...
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-11 at 13:37:37
Hmm... I feel kinda sad for the guy, he made his own new website and just abandoned it to go back to SSC. sad.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-11 at 14:13:29
Slyence, you do know I changed my name do you not?
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-11 at 14:16:27
Doh, oops sorry Td. sad.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2003-12-11 at 14:18:31
Hahaha I accually had a good laugh. I thought you were mocking me up there by calling me "Technical Death". Shadow Paladin was doing that before (but I just call him SSC)Paladin right back biggrin.gif )
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-11 at 14:23:14
Well I know paladins new nick just not yours! Must of been between the time I "disappeared." Hmm maybe I should get a new nick but I first gotta test out the battle thingy.
Report, edit, etc...Posted by Aster on 2003-12-11 at 15:10:10
welcome, and destroy many! :UBEREVIL:
Report, edit, etc...Posted by dashrike on 2003-12-11 at 15:12:16
Heh I thought he was joking too...
Report, edit, etc...Posted by Deathknight on 2003-12-11 at 15:37:18
QUOTE
such as exploiting the way a bunker stores its units


gah what is that? Exploiting a way a bunker stores it's units? how? (I'll put it in ver2 of my guide, see Glitch Factor)
Report, edit, etc...Posted by Z.C. on 2003-12-11 at 20:43:02
The bunker just rotates through its units, which are all stored in the center, with their collision removed, of invincible units which are "inside" it(under an overlay, most likely, in the bunkers absolute center) , and they all fire from there, until the bunker is destroyed, then the units are called from memory, along with their diagrammed position in the bunker to the order in which they entered. The ending result comes out like the bottom of a capital I(or an upside-down T if you like, with being like this: (by order of storage in bunker)first unit top(closest to the former center of bunker), second unit below the top and to the firsts' right(southwest), third directly below the first, and the fourth to the right of the second(at least it appeared this way when tested with my own bunkers and units....). Remeber just a hypothesis tongue.gif Sorry for the rant, the original tutorial was under the advanced tutorial spell casting system FYI, if you haven't found it yet. wink.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-12 at 09:09:23
I'll make a shorter version of Z.C's biggrin.gif

Basically when you put marines inside a bunker, then have a trigger move the bunker (only). The area where the bunker was would see invisible. Except when an enemy unit comes near you see invisible bullets pop up from no where. Those are the marines from the bunker. If you kill the bunker that was moved, the marines spawn back to where the bunker was. biggrin.gif

Firebats, ghosts any other unit that can go into a bunker works.
Report, edit, etc...Posted by dashrike on 2003-12-12 at 11:00:19
That sounds like a good plan. Methinks I'll have to try it. smile.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-13 at 14:38:09
It works, but I stacking trigs with it don't seem to work though. For example, when a building dies, it will kill the bunker and stop the invisble bullets. Sounds good in words, but it doesn't work ingame.

Me dun no how. If you find a way then maybe im wrong.
Report, edit, etc...Posted by .Coko[CK] on 2003-12-14 at 10:02:26
I've got a fun trick as well, you know if you keep moving them after a while you run out of locations? Well do my replacement trigger...

Condition:
Switch 'Move Bunkers' is set
Player _ Brings at least 1 Bunker to 'location bunker'
Gas = 1
Action:
Centre on DT at 'MoveLOc'
Kill DT and 'MoveLOc'
Move BUnker from 'Location Bunker' to 'MoveLOc'
Add 1 Gas
Preserve Trigger

Then for the next bunker do it again, all u need is an area with dts spaced a bunker size apart, and then can be done on anything. Also this enables you to place again in the bunker location, then if it gets full again, have somethign else in another spot, maybe more dts or other units...It a great idea!
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