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    posted a message on [Request] Predator Interceptor Model

    @ledarsi: Go

    To me that Predator looks like a modified viking. Just use some cleverly placed attachments.

    As for someone just randomly making someone else a whole model/unit... won't happen simply because:

    1. You don't have a map, or a project that shows promise.
    2. What proof do they have that it will be used after they create it? Like what if you get stressed or just give up on making your map after they put in all those hours of work to create the model, then texture it, etc.

    Like, I said, Viking with use of attachments.

    Posted in: Art Assets
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    posted a message on Special Ops Dropship Updated,Preview and DDS download

    @Ezera: Go

    Free Textures are free. Use em or not.

    @seraphlio: Go

    Looks solid enough.

    Posted in: Art Assets
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    posted a message on Flags becoming unreadable

    @DrSuperEvil: Go

    I vote solution 1, with color.

    Posted in: Wiki Discussion
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    posted a message on Weekly Terraining Exercise #32: Feeling Lucky?

    @Mozared: Go

    I was planning on doing a mountain top, with a road / path leading up to a landing pad(grating), being overrun by some zerg or something.

    EDIT: Or not. Gah!

    EDIT 2 : The Height tool is a giant piece of F'n Sh't! It's terrible!

    I'm done for now. GRR.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #32: Feeling Lucky?

    @Telthalion: Go

    That worked quite well, thanks! I even customized Fog and Lighting and a few other things. Thx!!

    EDIT: Here's what I have to work with... the Contrast isn't as pronounced as I originally thought ( because of the method posted by Mozared, I had all those tiles layed out ontop of Agria Dirt(even though I didn't have Agria Dirt) in my Texture Set) but here I can see it's not so bad... except 4 Rocks!? And it's ugly as hell. :|

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #32: Feeling Lucky?

    Hmm, I've just been floating around on SC2Mapster for like the past week... I think I'll just randomly join this WTE :P

    6: Agria Grass Green
    8: Agria Rock
    16: Aiur Tiles
    38: Braxis Alpha Rock
    64: Haven Rock Rough
    101: New Folsom Grating
    142: Typhon Rock
    150: Tyrador Grass

    4 Rock!!!!!!! 2 Grass, 1 Grating, 1 Tiles... oh boy.

    What the Hell!?

    I'll get started tomorrow after work.

    So I went to just prep the map, everything went well except Tyrador Grass does not want to show up AT ALL. I have replaced all 8 textures, and Tyrador Grass, like I said... paints nothing on my terrain. I even redid the map from scratch and still, same thing... any ideas?

    Also, I'd just like to say that the contrasts of my selection of textures is... insane. :|

    Posted in: Terrain
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Tutorial updated with extra info at the very beginning.

    Posted in: Tutorials
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    posted a message on Mapster Mentoring
    • Name: BorgDragon
    • Help type: Data
    • Specialty: Abilities, Actors, some Site Ops.
    • Maps: I haven't released any maps on BNet or SC2Mapster, but I do alot of self projects, trying to discover new things and come up with some insane ideas. Here's a link to my Youtube with some of my videos. LINK Also have many maps with semi-complex to complex Ability setups that are not displayed.
    • Contact: Private Message
    • Time Zone: GMT -5 (Eastern Standard) Canada.
    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @DrSuperEvil: Go

    OK. So I got the firebat arms to properly switch textures... all I did was add an Underscore to my Prefix. It used to be FirebatMercenary, and now the prefix is FirebatMercenary_, and it works fine.

    However, the Thor does not use any _ in the Prefix... WTF?

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @Kueken531: Go

    been there, done that(different slots)... ill post a screen after work of my texture declaration+ on my firebat

    When I saw your thor ( I did not know thor's was not just 1 texture) I tried it out with the thor and it worked on the first shot. I managed to get the body white and the cannons blue. So then I went and tried it on the firebat and for some reason it won't work... *shrug*

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @Kueken531: Go

    Odd... I cannot seem to get the arms colored. What slot do you have them on? Main, body?

    I've tried everything possible. And yes, I've used FirebatMercenary and Firebat diffuses and all the above. *shrug*

    EDIT: Ok nevermind. I read snappy's post. main for the body and head for the arms... lol weird.

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @DrSuperEvil: Go

    Ya, thanks for figuring out that crash Kueken. I've had it happen to me quite a few times but could not consistently reproduce it because I guess sometimes I would delete just the bottom instead of it all or something.

    Still working on those arms for the firebat :\

    Posted in: Tutorials
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    posted a message on Custom Teleportation Ability Targets

    Here's a basic idea of what you need to do.

    Your ability should create a "Create Persistent" effect. This persistent effect runs your chain of effects from here on out.

    Ability
    Effect - Effect : Create Persistent A

    Create Persistent A
    Effect - Effect - Initial : Search A

    Search A
    Target - Impact Location + : (None):Caster Point
    Search - Areas + : Set this up however you like, BUT the Effect should be your Teleport effect.

    Teleport A
    Target - Target + : (Create Persistent A):Target Point this is SUPER important! This tells the teleport effect to send the units to the Create Persistent's Target Point, AKA the Ability's first Effect.
    Setup the rest of your Teleport effect however you like.

    If you cannot get it to work, if you don't mind sending me the map I'll take a peak and set you up properly. :)

    It does not have to be exactly created as above, and you should be able to squeeze in any number of effects(like the stun) into your spell.

    Posted in: Data
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    posted a message on Explosion not linked to Missile death

    @Sware: Go

    So you want the missiles to explode and cause the explosion wether it hits a unit or the ground?

    That should be simple. The reason the other method doesn't work is that it requires the damage effect to happen to play the explosion.

    What you will want to try is the following...

    • StyleOneShot Actor
    • Events+
      • Effect.LaunchMissileEffect.Impact
        • At Effect
        • Create

    Now, you might need to change At Effect to At Missile, or something along that line.

    EDIT
    Oh and grenegg's method wouldn't work because he states "Just run an event for the explosion when you have the damage effect"

    EDIT 2
    Well it just occured to me you could also try this event...

    • UnitDeath.YourMissile
      • Create

    Again, you might need an AT Term.

    Posted in: Data
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    posted a message on [solved] Three missiles (persistent) cause one blast effect. How to get 3 blasts?

    @Zolden: Go

    You add the event

    • Effect.DamageEffect.Start
      • At Effect
      • Create

    in a separate actor, of type StyleOneShot(or is it OneShotStyle... whatever), then you link up the "explosion/impact graphic" model to this actor.

    Posted in: Data
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