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    posted a message on Modifying inventory icons ???

    @MisterTeaRealOne: Go

    Perhaps you didn't understand from the tutorial but when you add the inventory slots that regulates the size of your inventory. You have the choice of any layout in a 8x8 grid. Unless you need more space than that (which would take up almost 1/4 the screen) you will have to make a different mechanic than the one that ships with the game.

    To make the inventory the largest size possible without really doing much, you can just add 4 bonus slots to it that can't hold any item classes. Put one at 0,0 one at 0,7 one at 7,0 and one at 7,7. Tada. Larger inventory box.

    Posted in: Miscellaneous Development
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    posted a message on Making a Medic, Help!

    @bloodarena: Go

    I guess i don't understand why you wouldn't base your medic off the medic unit. Could you explain that?

    Posted in: Miscellaneous Development
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    posted a message on Colonist / Civilist models?

    @fnxGRL: Go

    Check your dependencies.

    Posted in: Galaxy Scripting
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    posted a message on who else games with a laptop?

    @ArcadeRenegade: Go

    I play on a laptop, 2ghz core 2 duo, nvidia 8600 gt, 2gb ram @ 533 mhz. Other than long load times it plays great. Laptops arent bad for gaming, other than cooling problems. Which seriously suck.

    Posted in: Off-Topic
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    posted a message on Need help using the 'monlyth light bridge'

    @loser66: Go

    I have had problems with my editor files accidentally opening up the beta editor when i click them. If you do open it with the beta editor and test map it will not work because the beta client doesnt have access to campaign models from the retail client.

    You will also probably NOT want to remove the pathing in order to get better vision. You will get better results modifying the doodad's height via selecting it in the visual editor, hitting enter, then modifying the height field. I have been trying to produce the effect you want, and i have decided that the bridge probably reacts to a trigger event because by default it is invisible. Probably has to do with something blizzard wanted to do with temple maps. (if you remember the light bridges from WC3 they were also pretty much a pain to use.)

    I also tried taking the model and using it with the mar sara long bridge and that had the same problem. I tried to view the model in the .m3 viewer so once again i think it requires some other behavior or trigger to be visible. Sorry I couldn't help.

    Posted in: Miscellaneous Development
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    posted a message on Changing a flying unit's height?

    @ResolveHK: Go

    Hey resolve, i'm not sure if anyone helped you but here's how you're going to make a unit fly.

    Two different methods;

    A ground unit that needs ground pathing, or a flying unit with flying pathing that you don't like the height at the moment.

    Step 1; Open the data editor and use the drop down menu to go to the units tab, find your unit. Step 2; Type height in the right most search bar. 3 selections will show up if you have the correct view settings; UI - Height, UI - Occlusion height, and Unit - Vision Height. Step 3; Set UI - Height to 3.75 (that is the standard height for flying units) or 1.25 (i find 1.25 looks good for units with ground pathing that should be above the ground. Set UI - Occlusion height to .75 (I have no idea what this does but every meele unit has an occlusion height of .75. Set vision height to 4 if you want it to see over cliffs, set it to 0 if you want it to see until cliffs.

    If you need to change pathing type as well you will use the same unit menu to do it, just two additional steps.

    Step 1; Search mover. Set mover to air for air pathing, and ground for ground pathing. Very simple. Step 2; Search collide. Set it to the respective setting, and if you want it to move around burrowed units instead of pathing over them you can also check burrowed.

    I think that should solve all your problems, if not PM me because i dont really follow topics well. Hope this helps.

    Posted in: Miscellaneous Development
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    posted a message on Map directory?

    @KerenskyLI: Go

    Why blizzard did it? To protect premium maps.

    Posted in: General Chat
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    posted a message on Nub question...

    @Corplex: Go

    Well, for the invisible wall, you can take a few approaches. You can use pathing blocker doodads (probably the easiest). You can make a region that when units move into it they are moved out to another region so they can reach the wall but never pass it. You can use the terrain editor to remove ground pathing for that area.

    Posted in: Miscellaneous Development
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    posted a message on Help with the immortal turret

    @zeldarules28: Go

    I am not an expert with triggers, but it makes sense to me that you could add a line to your trigger that resets it when it meets a certain condition, that condition being the revive script.

    Posted in: Miscellaneous Development
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    posted a message on Attaching a model to a behavior or an effect?

    @sonnert: Go

    Your question is worded in such a confusing manner that I can't understand what you're asking.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Unit upgrading into another unit.

    @ZeroAme: Go

    Thanks! I appreciate you putting this together!

    Only one complaint... Is it possible that someone could type these instructions out or post screen captures of the process that are readable? This video on livestream is quite blurry and difficult to hear. I had originally requested a tutorial like this and i'm very grateful for it, and i think that it would be easier for others to follow in this format.

    Posted in: Tutorials
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    posted a message on Possible fix for Campaign dependency bug

    I am thankful for your fix, and i have an alternate more specific workaround that i discovered if anyone needs. If you have a map with the custom units (that works) and a map with them with dependency problems causing them to not work...

    First, open the map with the working units, highlight and copy the button, actor, unit, custom model if applicable, and custom behaviors and spells. After each copy you will open the other map (do not close the editor or it will lose your copy and paste clipboard similar to Microsoft office's enhanced clipboard) and paste it into the map that needs the specific unit. Sadly this must be done for each individual part of the unit needed but it does not rely on dependencies no longer in your map anymore. The editor has a way of making it non dependent which i don't really understand.

    This can also be done by highlighting many units, actors, custom models, and simultaneously pasting them in this procedure. Yes, i understand it's not an ideal fix but it can help if you're in trouble.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Regarding transfering actors, units, and items from one map to another.

    @Zaeden: Go

    Thanks, i couldnt find that my good sir. xD

    Posted in: Miscellaneous Development
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    posted a message on Regarding transfering actors, units, and items from one map to another.

    I have about 70 units made on a map without campaign dependencies from before beta, I am not sure if anyone has figured out a way to get the new dependencies to work properly on a map that didn't have them to start with (without destroying custom units/items/doodads/actors), and if there is a way I would be very grateful for someone to tell me how. However, that's fine if it's impossible, I am ready to move on.

    Is there a way to take units and items from my original map and bring them into my new map? I am not aware of a method of opening up two editor windows to allow for copying and pasting between them, so... sadly, i'm here asking for help. Could anyone solve my problem?

    Posted in: Miscellaneous Development
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    posted a message on Could use some help with an RPG

    @A52BcE: Go

    Your old resources still work using campaign dependencies or are you ignoring using the campaign models and spell effects?

    Posted in: Team Recruitment
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