Appreciate your response! I have another question however..
I know there is a way to cut "xx" seconds in the beginning of a sound file, but is there a quick and easy way to cut away all sound from the file after i.e 2 seconds?
So, I had a crazy idea a while back of creating a song with the sounds in the sc2 database with the help of the data editor to change pitches and the trigger editor to set up the song. The problem is that I'm not very competent with the trigger editor and saw no other solution than creating a function for each major part of the song. Inside the functions I use "wait" between the sounds, but when playing the song it seems like it isn't very accurate on the timers. I need flawless accuracy and high priority on the triggers if the song shall stay in beat. Is there something I can do to achieve this accuracy?
I'm playing around with lighting and it seems that the omnilights doesn't emmit any light whatsoever. Not in the editor preview and not in the game itself. I have also tried this on a fresh map. Still no light..
Bumping this, seeing that I currently have the same question. In my case, I want a dialog to pop up on map init that shows a platora of spells. You can then choose which 4 spells your hero should have.
Is something this simple impossible to do with triggers atm?
Oh my. I'm going to have so much fun with this. It's amazing how every WoW animation I have imported so far works almost perfectly antimation wise. This opens up endless possibilites for those without 3ds skills.
Does anyone know where I can modify the distance the camera has to be in the x,y position to be able to fade out certain sounds?
I have been able to do this for Zoom levels where ex. all sounds are faded out if the camera is zoomed out more than 50 distance, but for the vertical and horizontal distance I have not been able to find where to do this.
That would be a last resort. I have several other spells which I have invested alot of time in that utilize regions. Everything would be perfect if I could just find a way to count kills refering to the unit that died and not the unit that did the killing.
0
Bumping this as I also have this problem.
My trigger looks something like this:
Unit - Create 1 Type for player 7 at (Random point in Spawn_Left) facing (Left1 offset by (0.0, 0.0)) (Ignore Placement)
Unit - Set (Last created unit) Bounty (XP) to 100.0
Doesn't work at all. The Combat Kill Experience for the unit is still the same as in the data editor.
0
Appreciate your response! I have another question however..
I know there is a way to cut "xx" seconds in the beginning of a sound file, but is there a quick and easy way to cut away all sound from the file after i.e 2 seconds?
0
So, I had a crazy idea a while back of creating a song with the sounds in the sc2 database with the help of the data editor to change pitches and the trigger editor to set up the song. The problem is that I'm not very competent with the trigger editor and saw no other solution than creating a function for each major part of the song. Inside the functions I use "wait" between the sounds, but when playing the song it seems like it isn't very accurate on the timers. I need flawless accuracy and high priority on the triggers if the song shall stay in beat. Is there something I can do to achieve this accuracy?
0
I'm playing around with lighting and it seems that the omnilights doesn't emmit any light whatsoever. Not in the editor preview and not in the game itself. I have also tried this on a fresh map. Still no light..
0
Is it possible to define the damage of an effect in the data editor based on a global variable from the trigger editor?
0
Is there a list over the animation names we can use?
0
Bumping this, seeing that I currently have the same question. In my case, I want a dialog to pop up on map init that shows a platora of spells. You can then choose which 4 spells your hero should have.
Is something this simple impossible to do with triggers atm?
0
Soo.. How many models could I expect to fit into 10 MB with a reasonable amount of animations?
0
What concerns me is that some TGA files (ex. frostwyrm) takes up to 1 MB each.
0
Hmm, I tried to export som spells and couln't get it to work. Has anyone imported spells succesfully?
0
Oh my. I'm going to have so much fun with this. It's amazing how every WoW animation I have imported so far works almost perfectly antimation wise. This opens up endless possibilites for those without 3ds skills.
0
Does anyone know where I can modify the distance the camera has to be in the x,y position to be able to fade out certain sounds?
I have been able to do this for Zoom levels where ex. all sounds are faded out if the camera is zoomed out more than 50 distance, but for the vertical and horizontal distance I have not been able to find where to do this.
0
How can I set my own tint color on a button?
0
@gizmachu: Go
I appreciate your help and will certianly consider using the data editor more often. Thank you.
0
@gizmachu: Go
That would be a last resort. I have several other spells which I have invested alot of time in that utilize regions. Everything would be perfect if I could just find a way to count kills refering to the unit that died and not the unit that did the killing.