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    posted a message on Santa Hats on YOUR profile picture!
    Quote from SnyderGuy: Go

    ah, very nice, it matches yours too! im suprised no one likes green, green santa is what they have in germany! :) lulz

    lol, no.
    Red is the default color. The rest is advertisement from other companies (like my local beer company uses green hats).
    also, red is best ;D

    Posted in: Off-Topic
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    posted a message on Random "block" terrain

    Nice animations, what are you using? ;D
    I used wallunits to create rooms and stored information inside their HP values to determine what they are and saved them into different unit groups.

    I'm actually not sure if you use units apart from the bushes that are walls. What the heck are you using? Terrain height changing actors?

    Posted in: Map Feedback
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    posted a message on Player Lobbies

    What's so special about player 8?
    Why can't you transfer all special stuff for player 8 to a player who is set in a variable? That way every player can have the role of "player 8".

    Posted in: Triggers
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    posted a message on Disabling "Ally's base is under attack" audio

    It's some alert in the data editor within the alerts category.

    Posted in: Triggers
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    posted a message on Want to use a custom image for loadingscreen

    What's your image's type?
    I'm using a .dds image and it works.

    Posted in: Artist Tavern
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    posted a message on Lip animations

    @SoulFilcher: Go I just found out that you can read the animation names out of the .fxa files by openeing them in notepad + +.
    That can be easier than searching sounds for some portraits.
    You need to extract the fxa files out of the mpq files, thought...

    other way:
    open the portrait in the previewer, add the fxa file, right click the fxa in the bottom window and add animations.

    Posted in: Data
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    posted a message on Setting Tooltip for Leaderboards

    You could make your own leaderboard with a dialog + button which can be much smaller and better than the default leaderboards...

    Posted in: Triggers
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    posted a message on Purgatory (Tech Demo)

    sick awesome :D
    I feel sorry for you because of the battle.net lag, but this should be an excellent singleplayer map (drop map on sc2.exe to start).

    Posted in: Map Feedback
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    posted a message on Mini chop farms NEED HELP

    @o3210: Go or just remove the event and always use the same model

    Posted in: Project Workplace
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    posted a message on Displaying "<" in dialog item

    <c val="4A4AFF"> is a color code
    I just didn't close the tag in the button because that bugged

    Posted in: Triggers
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    posted a message on Bank - Basic help?

    The first post is a fail because:
    - doesn't state errors (only lines...)
    - code is only 29 lines long, but errors are in lines 60+
    - where do the errors appear? saving/compiling in editor? ingame?
    - the bank "achievements" isn't saved in a variable anywhere

    I would guess that the other model isn't usable with the model swap, but who knows what the problem is because the topic is about banks and he doesn't even seem to save banks or do something with them.

    The second post is fail, too because you just beg for "answer this" instead of describing the problem that you have.
    Write what you have, write what you get, write what you tried and try to add as much detail as you can to the first 2 parts. I'm sure a lot of guys can help you then.

    Also, banks in a nutshell:
    1. preload with typed out name (no variable)
    2. open for player and save in variables (e.g. array), set signature, if you want
    3. read stuff from bank, save stuff to the bank (section -> key)
    4. save bank, if you want to save all changes to the file

    Posted in: Triggers
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    posted a message on Displaying "<" in dialog item

    I made an left arrow "<-" on a button with the following:
    <c val="4A4AFF"> <-

    I hope that helps...

    Posted in: Triggers
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    posted a message on Attack delay between multiple units

    Weapons have a flag which enables that the weapon always scans for targets.
    Weapons can have random delays to their period. It's min and max is defined within the weapon. By default there is such a random 'delay'.

    Posted in: Data
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    posted a message on Chop Chop Forest Review

    @Taintedwisp: Go Did you make sure that it uses tree models on ultra settings (you have to edit actor events I think)?
    It just came to my mind after I saw the picture, so I had to ask. :D

    Posted in: Map Review
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    posted a message on ui with weapons

    You can open the campaign map in the editor and check how it is done. :)

    Posted in: Miscellaneous Development
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