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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    @EdwardSolomon: Go

    Damn. I really like that huge squad of Zealots you got going tFighterPilot!

    It reminds me alot of Kingdom Under Fire: Heroes (not the crappy second one that was a pure RPG). I just love that game so much. Good stuff!

    EdwardSolomo; I like the fact that the leader is 125% larger then the rest, gives a nice clear visual of who the boss is! It could also be cool to model swap in a WarPig as the boss, that would be like turning it into table top Warhammer(the Leader of the Squad is always a little more distinguishable/special than the rest).

    Those 2 together just give me a great idea. Too bad I won't be using them, hehe.

    Posted in: Triggers
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    posted a message on "Secret" Units in Map Editor

    @aczchef: Go

    I just create a map and load up all 4 dependencies.

    Posted in: Data
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    posted a message on "Secret" Units in Map Editor

    @Marikh7: Go

    There are alot more than just those. Here are some more...

    My Favourite one has to be Super Crane Advanced. Some decent animations and it's like a transformer. Almost no Attachment Points, but that's easily remedied with some Site Operation Actors.

    The Plasma Battlecruiser's blue Plasma Gun Barrels animate too! They glow bright blue and even move to fire at the target.

    Posted in: Data
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    posted a message on Model Identification

    @XLIIVI: Go

    looks like Assets/Effects/Protoss/ArchonMergeStart.m3

    Posted in: Data
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    posted a message on Model Identification

    @XLIIVI: Go

    Assets/Effects/Protoss/TractorBeamImpactBubble.m3

    Posted in: Data
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    posted a message on [solved] Making a unit dive underwater

    @ZealNaga: Go

    There's a flag on the ModelAddition actor, Inheritance or something like that, I believe it's near the bottom of the list of modifiable fields. There should be boxes, just uncheck Opacity and Opacity (Local) or whatnot.

    Should be able to remove shadows while "diving" aswell, but I've never tried to do that before. Probably an event that has to do with ShadowBlob or whatnot. I remember seeing some actions/messages in the Events + for actual shadows.

    Posted in: Data
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    posted a message on [solved] Making a unit dive underwater

    @SouLCarveRR: Go

    Personally I think those rocker actors just look... bleh.

    But that is also an option.

    Posted in: Data
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    posted a message on [solved] Making a unit dive underwater
    Quote from ZealNaga: Go

    @BorgDragon: Go I wasn't expecting the opacity would be in the events of a behavior but it's obvious now...

    Just to clarify, Behaviors have no Events + field.

    It's all done in the Actor's Events + field.

    By telling the Zealot's Actor to set opacity to 0 when the Behavior 'Diving' is on it, is how you control that.

    And then telling your ModelAddition Actor to be created on the host when the same behavior is on completes your effect.

    Posted in: Data
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    posted a message on Graviton Beam Without Stopping

    @GryphonMane: Go

    "Allow Movement", "No Deceleration" and "Transient" in the Ability's Flag field should all be checked at the very least. Have you tried that? You CAN go with an Arc of 0, I've gotten stuff to cast without stopping or turning to face the target with an Arc of 0, although to be on the safe side, an Arc of 360 means it can cast the spell in any direction without having to turn to face the unit.

    Hope that helped.

    Posted in: Data
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    posted a message on [solved] Making a unit dive underwater

    @ZealNaga: Go

    You can do this very simple.

    Apply your behavior when the unit is diving.

    Now, go into the unit's Actor and create the following Events +

    • Behavior.Diving.On
      • Set Opacity 0 over 0
    • Bheavior.Diving.Off
      • Set Opacity 1 over 0

    you can tweak the "opacity blend time" or whatever to suit your need.

    Second, create a new Actor, Model based on ModelAddition.
    Host + set to _Selectable, and set the Site Operations + as SOpAttachHead. Set your Model to Tetrahedron or whatever you like.

    modify Events +

    • Behavior.Diving.On
      • Create
    • Behavior.Diving.Off
      • Destroy

    That should be pretty close to what you want. I'm going from the top of my head and there might be a little thing or 2 to tweak, but I'm fairly certain this will create what you want, without actually "hiding" the unit or whatever else. Just turn it invisible and attach a model to it so you can keep track of it's location visually. And then when it isn't diving, it becomes visible and the attached model is destroyed.

    Posted in: Data
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    posted a message on Why is the cost hidden?[Solved]

    @scmapcritic: Go

    You say ability/upgrade works fine. That to me means you are using a requirement, right?

    You probably put the requirement on the button itself, in the Unit Tab (aswell as) on the ability(Abilities Tab) itself[because you said the Upgrade works fine].
    For example, I find Psi Storm in abilities tab, click Ability - Commands +, and remove the 'Use Psi Storm' requirement from the ability.
    Now ingame, I do not need to research Psi Storm, and the cost (75 Energy) shows up as normal.
    Head back to the Data Editor, in the Unit Tab, find High Templar, modify his Ability - Command Card +, choose the Psi Storm button, and in the Requirement: box, change it from (none) to 'Use Psi Storm' and now in game, I can still use Psi Storm without research, but now the cost and cooldown are hidden.

    I'm thinking that is what you did.

    tl;dr - Remove the Requirement from the Ability - Command Card + of the Unit that uses said ability. (not from the ability, but from the unit's command card)

    Hope that helped!

    Posted in: Data
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    posted a message on Killing units by physical contact

    @ZealNaga: Go

    http://forums.sc2mapster.com/development/data/11681-unit-collision-kills-enemy-units/?post=10

    direct link to the post with an attached map of a tank that kills whatever it touches when it moves.

    Posted in: Data
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    posted a message on Changing damage types.

    @NaturalCloud: Go

    ProzaicMuze's Swiss Army Tank tutorial might help you out somewhat. You just have to use the proper validators pointing to your upgrades instead of target type, and I believe it might help you out some.

    If your attack always looks the same(IE you shoot the same missile at all times for example) you would just ignore all the multiple actors and whatnot.

    Hope this helps you out some.

    http://forums.sc2mapster.com/resources/tutorials/9016-data-specialized-weapons-intermediate-difficulty/

    Posted in: Data
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    posted a message on [Solved]Looking for help.

    @StatusQ3: Go

    E=MCGOAAAAAAAAAAL!

    LOL, I dunno, I find it kinda funny.

    I don't know what E=MC2 has to do with programming or game development, but it immediately popped into my head.

    Posted in: Off-Topic
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    posted a message on Epic Trolling

    OMG lol, that's awesome.

    Posted in: Off-Topic
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