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    posted a message on DetectionCone.m3 Texture swap confusion

    I somehow was able to remove the borders by texture swapping Dom_TerranConeBorder04.dds as a diffuse. I have no idea how this worked but it did.

    Posted in: Data
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    posted a message on DetectionCone.m3 Texture swap confusion

    Hey everyone, I managed to get some understanding of how to do texture swapping as shown through the modifications i made to the nova cone model (Seriously this is harder to modify than expected). derp0

    However, as you can see, I still need to remove the borders that blizzard implemented and now I am at a loss at how i am able to do this because the cutscene editor shows that the borders do not seem to be related to diffuse textures so I am now at a loss at how I am able to do the texture swap and which slot should I be using. derp1

    Thanks for reading!

    Posted in: Data
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    posted a message on Custom Cone splat help

    @DrSuperEvil: Go

    Ok so I checked the 'Detection Cone' model and it uses a DOM_TerranCone.m3 ... but I am not sure how to modify this file or how this file is able to generate the splat.

    Posted in: Data
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    posted a message on Custom Cone splat help

    Want to create my own texture for the cone of vision splat.

    Posted in: Data
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    posted a message on Custom Cone splat help

    Hey guys, I am wanting to create my own custom splat for the cone of vision similar to those in the Nova Covet Ops. However, I am at a loss at where to start. Like I checked out how they did it and I all I see is a model which uses a .m3 but that .m3 doesn't contain the splat itself. So yeah, if anyone could give me some pointers that will be helpful.

    Posted in: Data
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    posted a message on Morals

    Hey guys, just an update that this map is still being worked on but progress is slow.

    However, just a teaser to the next update, there will be major change to the way that units heal. This has being one the heavily noted issues of the campaign and I addressed it by including the system that will allow for your heroes to regenerate health while they are next to an enemy unit. This should reward players for dodging attacks and getting up close to enemy units.

    Hopefully the next update will come at the end of this month.

    Posted in: Map Feedback
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    posted a message on Morals

    MISSION 1 UPDATE 0.2B

    FORMAT CHANGES

    The mission file will now be under this new format:
    Morals_<Mission Number>_<Version Number>.SC2Map

    A change from the original
    Morals_<Mission Number>_<Mission Name>.SC2Map

    UNIT CHANGES
    • Mini-predator speed reduced from 2.8984 to 2.0 to make it fair for the player.
    MISSION CHANGES
    • The capture zone has its capture radius reduced from 18 to 14
    • The capture zone now has a revealer to provide the player with adequate vision
    • Added addition information regarding the capture zone "The area in which units can begin to take effect on the capture zone is dictated by the white circle around the capture zone." This should help clear up confusion on how the capture zone actually works.

    There were no changes made to the morals mod file. If you have already installed the mod file, you will just need to extract the updated mission file and run it.

    Posted in: Map Feedback
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    posted a message on Morals

    @Bilxor: Go

    Thanks for the reply, Bilxor, I have now updated the mission to make it clear on what is suppose to be done at the capture zone and reduced the speed of the predators to make it fair for the players. This should also help address the second issue you pointed out as other ranged units in the game will also be constrained to use the skill shot system while melee units are not.

    Posted in: Map Feedback
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    posted a message on Morals

    Hey guys, I just recently released a campaign which attempts to introduce a new way of playing campaigns with the missions being more focused on using skillshots for two units instead of microing a large army.

    Also, I recommend having a bit of fun in the beginning to get a feel of the system before moving to the actual combat as I was unable to think of a good way to make a tutorial that integrates the story correctly while also introducing the system (I have a map already made for it but I am planning on scrapping it and starting from base 0).

    Regarding difficulty, because I was the only tester, the difficulty may not be great meaning that its important to save regularly to avoid having to replay a portion of the campaign. I am sorry for this but I will need addition feedback on the difficulty before I can make it great for a first mission.

    Thank you for reading, and I hope you enjoy the mission.

    LINK: Morals

    Posted in: Map Feedback
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    posted a message on Guided Arc Issues

    Bump

    Posted in: Data
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    posted a message on Annoying Site Operation Bug?

    I tried it and there wasn't any options for position and/or rotation.

    Posted in: Data
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    posted a message on editing data from "other" mod dependancies

    You can open mod files if you wish. Just double click on the mod file.

    Modification of other people's work for private use is ok but if you are planning on realising it then you will need to contact the original author who is renew in this case.

    Posted in: Data
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    posted a message on Create a "god power" that is available anywhere? (Picture)

    The whole thing can be completed with triggers but I am not sure if it can be done using data only.

    The first method is pure trigger only while the second method requires triggers + data.

    The first method requires you to create a button dialog on the top left corner of the screen and detect when it is clicked. When the user clicks it, activate another trigger which detects when the user clicks the left mouse button. Once the user clicks the left mouse button, you can then have an effect take place at the location using the create effect at point trigger. You can also create a splat by creating an splat actor and have it follow the mouse. Once the user hits the left mouse button destroy the splat actor. This will work independent of any structure or unit but If you are planning on uploading it on battlenet scrap this idea immediately as te lag will make this useless.

    The second method is to essentially detect when the user clicks te button and then instantly have the user select a replace structure with the required ability and then immediately activate the ability. This should allow for users to select the ability using the button, however you will need to select the unit/structure though. This is battlement compatible though.

    Posted in: Data
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    posted a message on Guided Arc Issues

    Hello once again, I recently attempted to replicate the Jim Raynor Snipe ability by duplicating it and using the new arc line guide actor to create the splat. However, the issue it that it suffers from weird issues which I am not able to fix.

    The first issue is regarding how the splat sticks around for 0 - 3 seconds after it is used and this is an extremely weird issue as I tried my best in fixing this issue with one solution in which you duplicate the actor orphan event and then changing the action to set visibility to 0. This didn't really help though ....

    The second issue is not really important but something I would like to have fixed but if it can't be fixed then I will just leave. It is that the splat will leave the unit and won't be attached to it when you move the cursor a certain distance away. I am not sure what causes this issue and I tried to fix it but the solutions only work for HOTS assets which I can not use as I don't own HOTS.

    Thank you for reading :D

    derp

    Posted in: Data
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    posted a message on Annoying Site Operation Bug?

    I tried to add Position and Rotation to the accepted transfers but it was not the solution. What I am trying to do is attach a barrel to the weapon on a marine and then rotate it in a manner so it looks like the barrel of the gun. I used the standard weapons site operation actor and the custom explicit rotation actor. The actor which handles the barrel attachment only has two events, to create it when the unit is created and to destroy it on unit death. I don't think this is the problem because once I remove the explicit rotation actor it works regardless of the events.

    Posted in: Data
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