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    posted a message on Camera Zoom Distance Causing Sound Effects Problems

    Is there a way to exceed the hardcoded sound cut off point at Camera [email protected]

    Posted in: Miscellaneous Development
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    posted a message on How to set player ears point to other than camera

    @Bilxor: Go

    I know that much... but what if I want to attach the ears onto a unit so the distance of the camera doesn't affect the volume?

    Posted in: Miscellaneous Development
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    posted a message on How to set player ears point to other than camera

    This is kind of an odd question, but is there a way to change the "ears" (where sfx in the game world are sensed) for a player to something other than the camera's position?

    I am unable to find this in the triggers.

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Invisible buffs/debuff effects

    @Photoloss: Go

    I played Space Zombies again and for to the final boss, now the de-buff is visible.

    Posted in: Data
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    posted a message on Issues that annoy me...

    @NeroClaudiusDrusus: Go

    1: Editing lights that have multiple time-of-day elements can be very glitchy. You always have to make sure the very first thing you do is to select the correct Time-of-Day you want to edit at the second window that opens (the one where you actually edit stuff) or else you risk over-writing a ToD element with the properties of another.

    2: Why the hell does the game stream data when you're testing basic maps right from the editor (and the Mb value changes often)? And why the hell does it force your have an internet connection to launch the game? This it not good for map development if your internet connection is down. It used to not do that in earlier versions.

    3: Opening a Map Properties dialog (Map Info, Map Options, Map Textures, etc.) later in development can cause unreasonable amounts of lag before the dialog displays.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Invisible buffs/debuff effects

    @MaskedImposter: Go

    I'm unable to find the Mothership Core ability "Time Warp" listed in the data editor, either in HotS Melee or Campaign.

    Edit: It's probably under a different name in the data editor. Also when I played the map and used the ability, the effect was visible in the armor tool tip and by the wire-frame. The weird thing is the ability shows up when the game loads, but not in the editor.

    Edit: Chrono Rift also displays the effect details.

    Posted in: Data
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    posted a message on Invisible buffs/debuff effects

    @MaskedImposter: Go

    I know about the time scale ability, but I only want to alter the movement speed, not the attack rate or any other rates. So I'll look at the Time Warp on the MC.

    Posted in: Data
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    posted a message on Invisible buffs/debuff effects

    @MaskedImposter: Go

    I'm not sure what you mean by the Mothership Core or the secret mission. I can look at the MC but what am I looking for?

    Posted in: Data
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    posted a message on resetting sc2Mapster password

    I had to create this account because the site seems to be unable to reset passwords. error message "initiateResetPassword Web Service method name is not valid."

    This has been the case for months. Is this going to be fixed?

    Posted in: General Chat
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    posted a message on Invisible buffs/debuff effects

    On the map Space Zombies when the final boss comes, all the player's units have their movement speed decreased, but there is no buff icon by the wire frame and the movement speed value does not change in the armor's tool tip. Please note that there's been a number of patches out since I noticed that about the map, so I'm not sure if that was a glitch and is no longer possible to achieve.

    How do you create an invisible effect like that?

    Posted in: Data
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    posted a message on Intercept attack turret turning event

    @newone90: Go

    I'm using TurretRotation

    HaloStart

    And the unit does glow, so that event is firing. I've tried "TurretRotationUpdate" but that does not seem to respond

    There are two problems: - I cannot find a validator for checking the turret facing angle. So I may need to do what you've done with creating multiple turrets. - "SetFacing" , "SetAngle" , "ForceSetAngle" don't seem to have any effect, regardless of weather Turnable flag is on or off.

    Posted in: Data
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    posted a message on Scaling Beam width?

    I looked at your example map.

    I've noticed not all components of models respond to changes in the data editor. For example some models have effects that will never respond to the model's animation speed being changed to faster or slower. I think Zolden is right about the bones. You'll probably need to edit the model, manually correct the scale for that graphics piece and re-import.

    P.S. You'll notice there are several Attack animations for the voidray beam, and they alter the scale for that one component. If you're scaling UP, you could play the beam's Attack from a higher value so the scale looks better with your map.

    Posted in: Data
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    posted a message on Intercept attack turret turning event

    @MaskedImposter: Go

    Ok I found the "TurretRotation" event type. It does fire, I was able to test that by enabling the Halo Start.

    Basically I want to manually control and change the facing angle of the body portion of the actor. The unit is set to Non-Turnable so that it won't take any facing actions on its own automatically. I'm not sure how to create a validator to check the turret's facing angle and thus define a range with LT/GT values. The goal is to make a unit look more retro and rotate only in 16 arcs.

    This method won't work for units that already have a turret. I would have to separate the body and turret, create individual models/actors/units and then re-attach them as one unit, so both can have their own invisible turret.

    I really need help with this.

    Posted in: Data
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    posted a message on [SOVLED] Sprite Attack direction

    @newone90: Go

    That looks really cool. Man I've been trying to impose a 16 arc rotation style on the 3D units on my map.

    My plan was to create an invisible actor who's job is to interact with the surroundings and keep track of the real-time facing angles. Then a visible "dummy" actor (the one you want the unit to be) would be attached to the invisible actor, and perform all animations. The game would have to only use the attachment points on the dummy actor so when the unit attacks it looks proper. When the invisible actor turns, that action needs to be intercepted and a value based on the formula ((angle%16)*22.5 be applied to the visible actor's facing angle.

    With the marine I tried to make it non-turnable (at unit data) so it won't change facing angle automatically, and also gave it a 360 turret. I was able to catch the turret rotation events, but I was unable to alter the facing angle of the body (probably because of the non-turnable). Also I have no idea how to actually implement the angle formula in the actor event actions... perhaps I would need to have 16 events each with validators for the arc ranges.

    The other way, which seems is what you've done, is to add animations for each arc so the model will turn at an animation level, kind of like how the immortal has 16 arc walk animations.

    http://www.sc2mapster.com/forums/development/data/77818-intercept-attack-turret-turning-event/

    Posted in: Data
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    posted a message on Building placement grid fidelity

    @Dabbu420: Go

    @FunkyUserName: Go

    Thanks for the tip, I'm not overly familiar with the mouse events yet. I got in the habit of making switches back in SC1, so triggers that don't need to run can be turned off.

    Posted in: Data
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