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    posted a message on My Lich king model only plays standing animations

    I uploaded my lichking model with the modified version of WoW Model Viewer. (The one that Exports m3s) I went through all the export options and renamed every animation I wanted to the desired pre defined name. And Finally I copied the nova actor to use as a starting point for my animations. Yet through all that, whatever the lich king does, he uses his standing animations only. I'm really stumped on this. The animations even all play correctly in the SC2 model viewer. Could someone animation savy help? thanks

    Posted in: Miscellaneous Development
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    posted a message on On-use items bugged?

    Evening all. For some reason, I can't seem to get instant/target item types to work. I left click and right click and it just sets the item down on the ground. I've looked at the tutorials on the site, and it seems like I have everything down. but it still won't do anything except take the item out of my inventory. Additionally, I remember having followed Bifuu's hero tutorial, and having the health kit ability work, back when SC2 was in Beta. But, the health kit no longer works either. Is this a known bug I'm experiencing? Or am I just "doing it wrong." Any info on the subject would be helpful Thanks

    Posted in: Miscellaneous Development
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    posted a message on Unit counter

    Basically do this: Event: (unit Enters/leaves Region) - <Any Unit> <Enters> (Region001)

    Condition: (Comparison, then go to the unit group tab, and use number of units in unit group) -(Number of units in(<any> units in (Region001) owned by <any player> matching <Excluded:missile,dead,hidden> with at most <any amount>)) == 300

    Action: (game tab, End game for player) - End game in <Defeat> for player <1> (<Show Dialogs> <Show Score screen>)

    That's the most basic and general way to do it. substitute anything in the "<>" with whatever variables you want. :)

    Posted in: Miscellaneous Development
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    posted a message on Regions visible ingame?

    Not as far as I know. Blizz has never made regions viewable ingame for any of their editors. Yes, it would be nice for testing purposes. But, unless some knowssomething I dont, you just have to deal with not seeing them. : /

    Posted in: Miscellaneous Development
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    posted a message on Question about anti-blocking algorithm

    the only thing I can think of is that there's a trigger constantly checking pathing to a certain point. and as soon as the pathing is blocked, it destroys the most recent building to be constructed. I honestly have no idea where to begin with this. My advice is to either: A. look up that map somewhere on this site, and look at his work; Or B: PM him on youtube and see if he replys.

    Posted in: Miscellaneous Development
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    posted a message on Excluding ranges in search filters.

    I can't seem to figure out how to exclude an area from a search area effect in order to get a range at a certain distance. For example: I'd like to get all units within an area of 10, but, be able to exclude any units that in are in a range of less than 8. I'm making a wave ability, and I'd like to make the enemy units get hit as the wave moves.

    Posted in: Miscellaneous Development
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    posted a message on Ok Tama's got another question That probably has a stupid easy answer.

    @RileyStarcraft: Go

    Alright. I'll try it tomorrow and let you know.

    Posted in: Miscellaneous Development
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    posted a message on Ok Tama's got another question That probably has a stupid easy answer.

    @RileyStarcraft: Go

    ya actually. Crazy thing still moves.

    Posted in: Miscellaneous Development
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    posted a message on Ok Tama's got another question That probably has a stupid easy answer.

    @7MM3: Go

    Can you upload the map? Maybe our combined brain power can unlock the mystery of turrets XD

    Posted in: Miscellaneous Development
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    posted a message on Ok Tama's got another question That probably has a stupid easy answer.
    Quote from ezbeats: Go

    whew, youre talking about turrets. SHIT!! haha... turrets themselves have associated animation things which is why some spin 360, while others go side to side. youre gonna haveto find that setting and play with it to be able to manipulate it. i havent dont this as ive had no need. but i know ive come across the setting a couple times in my exploration / tinkering from the data editor-

    i could be wrong, but i dont know if 'pausing' an animation will affect turret animations the same as regular unit animations. they may, but they may not. i know what little time i ve spent with turrets theres always a catch....

    edit; as a proactive approach, maybe isntead of trying to pause the animation you dont know the name of etc... you could 'play an animation' upon the event you are wanting (say attack etc...) and pause THAT animation. sometiems if you cant beat 'em, join 'em.

    I'll give it a shot. And I'll look for the Turret actor and see what I can do there. Thanks. I'll let'cha know if it works

    Posted in: Miscellaneous Development
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    posted a message on Ok Tama's got another question That probably has a stupid easy answer.

    I'm working on a behavior that will "Unpower" a Missile turret. (Turret cannot attack, and it's detector ability is nullified) The behavior itself works beautifully, however it's the animation that's causing the problem. I simply can't find a way to Pause the Turret's animation. I've looked through a few posts on the subject of pausing animations, and it sounds like the animation pause event under the events tab is the only real way to go about this. However, I have no idea what animation name is being played while the Missile Turret is idle. Also, to further confuse the matter, it seems like the Missile Turret uses animation names specific to the event/action (Names like "ConstructionDeath" and "Fidget") that are actually not in the Name dropdown by default.

    I really feel in over my head on this one. If anyone has any info on this please share it. Thanks.

    (btw, before anyone asks, yes I tried the standard BSD animation name. It doesn't pause anything.)

    EDIT: Oh, and the "unpowered effect is a buff that disables all the turret's abilities and disables the detector behavior

    Posted in: Miscellaneous Development
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    posted a message on What on Earth are the actor events to display a cursor...

    @RileyStarcraft: Go

    Omg I feel like a major idiot lol. I had everything you said already set, except in my cursor effect field I had The the effect set to the create persistent instead of the search area. lol thank you.

    Posted in: Miscellaneous Development
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    posted a message on What on Earth are the actor events to display a cursor...

    ... For a multi-level hero ability. I have an ability with 3 levels for my hero, but but whenever I try to apply the cursor splat to it, it never shows. I'm assuming I need something more then

    (event) Abil. >Ability<.cursor (Action) Create

    and

    (Event) ActorOrphan (Action) Destroy

    ??

    Posted in: Miscellaneous Development
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    posted a message on 2 Quick Questions
    Quote from 7MM3: Go

    @Jinxxx123: Go

    I assume your looking for something along the lines of an ability that will make it so if said unit dies in the next x seconds, silence is casted. Have the ability place a Behavior - Buff, and have the effect under the Combat - Damage Response, there is a field for death, I can't remember exactly what its called, but you can specify something to use, such as a search effect, to apply your silence, or a persistent if you want it to last in one area.

    That sounds right. I think the field is under modification+ area in the Death response category and then start the effect chain under the effect field. I'm not totally sure on that. You'll have to test it, but I think it should work

    Posted in: Miscellaneous Development
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    posted a message on Question! How to create a WC3 parasite effect?
    Quote from ezbeats: Go

    to make the unit die of any effect while the parasite effect is on him, just make a modification+ under combat, chance 1 (100%) with effect of spawn unit. to make it so it only dies if from the dot, cant think of osmething off the top of my head, i got a lot of stuff on my plate atm with my map sry...

    Ok I've tested it out and this is what I wanted. Thank you so much. I never realised there was an effect area under the combat tab of modification+.

    Posted in: Miscellaneous Development
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