• 0

    posted a message on Can you make a beam more opaque?

    Blizzard's model format encompasses 3d meshes, particle emitters, and ribbons/beams. So yeah they are model files but it wouldn't be a difficult operation to duplicate it and simply change the texture reference, and then use your own texture. You should ask in the artist forum.

    Posted in: Data
  • 0

    posted a message on Ability autocast

    Possible but not as an augment. (Augments are basically "hooks" which are triggered when an order to use a different ability is given, as such they're always linked to the order being given and not the ability being executed.)

    Make a "Behavior" ability, enable toggling. Have it apply a behavior that, in the Damage Response field, has Location set to attacker and Handled set to an effect that applies whatever behavior you want to apply on attack. You can also use validators and modify unit effects to add a per-hit energy cost and turn off the behavior when the unit is out of energy, or whatever you want to do.

    Posted in: Data
  • 0

    posted a message on [Demo] Destructible Flying Islands (in a vortex)

    How it's done - as far as I can figure:

    1. The islands are actually hidden terrain cells with a doodad underneath for the land. Pathing is painted to make the island appear to end at the edges of the doodad model.
    2. To lower the island a Site (Mover) actor is created, which queries for all actors in a circular radius and sets itself as their host. The mover is set up for downward vertical motion. This could be done entirely in the data editor or with a combination of data and triggers.
    3. After enough time has passed, all the actors in the region are destroyed or hidden and a big explosion model is created. You'd probably also want a trigger to kill any units in the region.

    The idea is clever and the presentation is excellent. Molesterr I hope you don't mind my explanation.

    Posted in: Project Workplace
  • 0

    posted a message on Can you make a beam more opaque?

    The transparency of the beam has to do with the texture used so short of editing the textures, no. Layering multiple beams on each other would probably be reasonably effective, though. Also there are a LOT of different beam models available so if you poke around in the previewer you might find one with a texture more similar to what you're looking for, and you can use actor events to change the color to some degree via tinting.

    Posted in: Data
  • 0

    posted a message on Ability Level Validator?

    Seems to be lacking. A workaround would be to use a trigger to listen for the learn ability being used and when it is apply a hidden stacking behavior to the unit. Then you could use a behavior count validator to compare against the highest level learned so far.

    Posted in: Data
  • 0

    posted a message on Turret Rotation

    There are two meanings to the word "turret": the military form is a rotating base on which a gun is mounted. The architectural meaning is a small tower. The "Xel Naga Turret" doodad is using the word in the architectural sense, which is why it does not have the correct attach points or animations to set up as a turret in the military sense.

    To the OP, under the Sentry Gun unit's weapons, set the turret to "Auto Turret", that'll cause it to spin while idle.

    Posted in: Data
  • 0

    posted a message on lol...easter egg
    Quote from wOlfLisK: Go

    @kasilopana: Go

    So... they caught some people stealing from them on CCTV and put them in a game instead of prosecuting them? O_o *steals from blizzard* :D

    I think one of the thieves is Dustin Browder.

    Posted in: General Chat
  • 0

    posted a message on Protoss Campagin persistent upgrade ideas

    Someone in the art forum made a reaver model. You should definitely add that.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [solved] [Data, Ability] Auto-Cast Validator won´t accept Conditions
    Quote from Klishu: Go

    Validators for Auto cast abilities simply don't work.

    Not true I've used them successfully with no problems.

    I think this topic needs to be moved to the map dev forum.

    Posted in: Data
  • 0

    posted a message on Active Structure

    Open up the fusion core's actor and under the Baselines field change the Stand animation to "Stand Work"

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems picking lowest integer

    You want the Minimum (Integer) function. :)

    Posted in: Triggers
  • 0

    posted a message on How to make $$$ from maps
    Quote from Forge_User_36010895: Go

    If someone could link the source where they said that premium maps have to be fully custom material, that'd be swell :3

    Not fully, but a significant amount. Things we do know:

    • It's for maps with a "layer of professional content"
    • They've said it's designed for teams with "a budget"
    • DoTA would not qualify.
    Posted in: General Chat
  • 0

    posted a message on Should I learn the scripting lanaguage?

    The editor interface for working with custom scripts needs to be improved before it's worth it, IMO.

    I wish Blizzard hadn't designed the editor around the lowest common denominator and just made the entire thing script-based using Lua or some established language (without a stupid 21-bit pointer.)

    Posted in: Galaxy Scripting
  • 0

    posted a message on How to make $$$ from maps

    Blizzard's premium map store is not going to sell your map. They've said it's essentially for TCs and other projects with entirely new art and sound assets. Think of it like Steam: you can make a new game using the Source engine and Valve will let you sell it on Steam, but you aren't going to get away with selling new levels for TF2.

    Vjeux to add to your list, if you have a unique character or logo you could sell t-shirts and other merch. I think Element TD does this, though I don't know if they actually make any money.

    Posted in: General Chat
  • 0

    posted a message on Items with Requirements

    Don't have a solution for you but I would not be surprised if that field were unimplemented as a lot of stuff relating to items and inventory is not implemented.

    Posted in: Data
  • To post a comment, please or register a new account.