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    posted a message on WoW Model-Pack Requests

    Could you rip algalon for me? He's so cool =)

    Posted in: Art Assets
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    posted a message on Aura indicators how the hell?
    Quote from mosaicpao: Go

    i can't find the "aura on"" source under "behavior"..

    Its the On under Behaviorname

    my behavior was named auraon :)

    Check out the example map if you get stuck on that again.

    Posted in: Artist Tavern
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    posted a message on Aura indicators how the hell?
    Quote from helwet: Go

    Im in need of some 2d aura indicators in a mod i am making. Im capable of doing the graphics myself just how the hell does one attach these to units?

    http://static.sc2mapster.com/content/attachments/3/254/Aura_Test.PNG

    Here's the method I use to get that aura effect! Basically I create a "model" type actor and in the events i set:

    Behavior.AuraOn.On

    Create

    Behavior.AuraOn.Off

    Destroy

    Here is an example map to show The attachment methods and stuff

    Posted in: Artist Tavern
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    posted a message on Most perfomace-effective visual object?

    If you're trying to do a lightcycle race thing, why not do a check every once in a while and replace long lines of the same model with a single model thats as long as all the smaller ones? It'd be a bit tricky to script but thats one way of saving unit count I can think of!

    Posted in: Miscellaneous Development
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    posted a message on [Data] Change unit's color - making Dark Archon
    Quote from Quickshot14: Go

    @MrZ3r0:

    Nice, another alertinative is of course changing the models color paramater as well. Ethier way works just fine though so its more to prefence.

    I've not had luck using the model color param. Plus tint lets you tweak HDR! :D

    Posted in: Tutorials
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    posted a message on Tutorial Request

    edit:Figured it out I was wondering if someone could explain all the required events and actors/effects required to get a beam working properly. I've been looking at the disruptor beam as an example but I just cant figure it out :(

    Posted in: Tutorials
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    posted a message on Independant Unit Building

    To achieve this I did this: Create 1 new unit, the marine egg. create a standard unit actor for it as well. set its model to the zerg egg or whatever. create 2 "create unit" effects. set 1 to spawn your marine, and 1 to spawn your egg. Create 2 new "buff" behaviors. name 1 marine egg spawn and the other marine spawn set the duration for each according to whatever you like. In the marine spawn behavior set "effect - final" to kill (generic kill command)or w/e its called, so the egg dies when the buff runs.

    now create 1 new ability. set the ability type to "behavior", and set "data - behaviors" to your spawnegg behavior you made. now add this ability to your thor and its command card and when you click it, it should spawn an egg after a short delay, then the egg should spawn a marine and the egg should die.

    or just add that unit to the build que. w/e :D

    Posted in: Miscellaneous Development
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