Hrm, are firebats even among selectable options in the map when you're in the editor's unit placing mode? You might be experiencing the dependency bug in the editor where it won't actually show you any modules but the default and MP ones despite having them in your selected set. There is a thread about how to fix that somewhere in the bug feedback sub forum (honestly that shoulda been sticked a long time ago too) but essentially the fix is to move the campaign & story modules to the top of your dependency list and they'll load properly going forward. Its become standard practice for me to do that when including those in a map and haven't had an issue since.
Firebats are part of the campaign, you need the campaign module among your map's dependencies: File->Dependencies->Add Standard->Liberty (Campaign)->Ok. Profit!
(Far as I know once you've added the campaign to your map's modules they'll already be part of the barrack's creation abilities too)
Yup that's the one, what I fear is going on though is the m3->3dsmax importer doesn't do lights and that'd explain why it can't be edited. from what I understand the model is really just those two lights which is what made it so ideal for hooking onto other units except for that second light super-illuminating the unit itself. Ah well, thanks for looking into it at least :)
There are a few threads about dumb fire missiles but this is to address a particular problem I'm having with them or possibly the extended triggers I use to extend their purpose. Short story: I have a system where when a player right-clicks they fire a no-target missile in a direction which will keep going until it strikes an enemy unit (using a detector persistent behavior) but when they strike a wall they bounce off of it at a realistic angle and continue on their merry way. The problem is they're some what inconsistent on what happens when they meet a wall. I'm using a high frequency trigger event that checks for any that are within .5 of any terrain above 10 (base line), I'm using 12 height cliffs as the walls. If the trigger's condition is met it then finds the closest of a particular kind of neutral unit I have scattered all over the walls aimed at appropriate directions and doing some math based on its facing vs the missile's facing it comes up with a new angle. Now a hack starts here: You can't as far as I can figure out actually change the heading of such a missile once its in flight but you can for a split second change its facing using a trigger. So I change its facing and then have it create another persistent effect identical to what created it originally...and then pull the current one out of existence. For all intensive purposes it looks like it bounced.
Now my problem is even though I have the missile's mover ignore terrain, use a -1 for cliff detection and all that it won't consistently stay at height 1, even with with that collision trigger constantly correcting their height. They still can end up far above or below the ideal height. For the most part they do of course, but a 90% success rate is certainly not ideal for what is supposed to be a player's main tool in a map. Any ideas on how to ensure these things never ever deviate on that flight axis? I wish there was a 'set to absolute height', I'd just use the same high frequency trigger to pin them on 11 and be done with it.
@BumpInTheNight: Go
Which flashlight model? The one with SM_Raynor or....?
Its the one under Assets/Units/Terran/Flashlight/Flashlight.m3, I guess its part of the story module instead of the campaign after all but yah that's the one for sure, thanks for looking into this.
Well this seems like the perfect time to ask for something I've been wracking my head with for quite some time but should probably be one of the easiest requests you'll see. There is a certain flashlight model already in the campaign module but its got this rather annoying second light on it that kinda wrecks trying to make use of it else where. I'd tried importing it myself to 3dsmax to pull off the unwanted light but just couldn't get passed an error. Might you be able to have better luck? Its the Raynor flashlight and the unwanted light is the glowing sphere projecting one on its base, the directed one on the tip is what I'm really after.
You can convert x to y blah blah without much issue. I'm sure its shareware of some form or another but it did the job and hasn't made any various malware detectors angry in the meantime so I'd say its okay.
So basic thing is typically for channels stereo is good enough (2 speakers, left vs right) and for music for a game honestly mono is also quite okay. Bitrate determines how the quality of the song goes, anything over 96 should sound 'okay', 192 is what a CD typically sounds like so its pretty much taste/size upto the person doing the conversion.
Wow, 1998 wants its damned webpage templates back. Okay Gimmie a sec Ownagg I'll try to find you a converter that isn't stuck in the previous century and runs in a real operating system.
Uh. I'm not quite sure where to begin with where this story goes wrong, but it went wrong. Don't worry about it though kiddo, if you intend well and all that just carry on and life goes on.
According to ProzaicMuze he's going to cover this very topic in the near future in one of his excellent tutorials. I'm looking forward to it as well, really want to play around with limiting the sight of units to more then just spheres.
0
@clawcity: Go
Nope, just that map's marines.
0
I'm voting this get stickied!
0
@Parkerpoly: Go
Hrm, are firebats even among selectable options in the map when you're in the editor's unit placing mode? You might be experiencing the dependency bug in the editor where it won't actually show you any modules but the default and MP ones despite having them in your selected set. There is a thread about how to fix that somewhere in the bug feedback sub forum (honestly that shoulda been sticked a long time ago too) but essentially the fix is to move the campaign & story modules to the top of your dependency list and they'll load properly going forward. Its become standard practice for me to do that when including those in a map and haven't had an issue since.
0
Firebats are part of the campaign, you need the campaign module among your map's dependencies: File->Dependencies->Add Standard->Liberty (Campaign)->Ok. Profit!
(Far as I know once you've added the campaign to your map's modules they'll already be part of the barrack's creation abilities too)
0
@UltiDrgn: Go
Yup that's the one, what I fear is going on though is the m3->3dsmax importer doesn't do lights and that'd explain why it can't be edited. from what I understand the model is really just those two lights which is what made it so ideal for hooking onto other units except for that second light super-illuminating the unit itself. Ah well, thanks for looking into it at least :)
0
There are a few threads about dumb fire missiles but this is to address a particular problem I'm having with them or possibly the extended triggers I use to extend their purpose. Short story: I have a system where when a player right-clicks they fire a no-target missile in a direction which will keep going until it strikes an enemy unit (using a detector persistent behavior) but when they strike a wall they bounce off of it at a realistic angle and continue on their merry way. The problem is they're some what inconsistent on what happens when they meet a wall. I'm using a high frequency trigger event that checks for any that are within .5 of any terrain above 10 (base line), I'm using 12 height cliffs as the walls. If the trigger's condition is met it then finds the closest of a particular kind of neutral unit I have scattered all over the walls aimed at appropriate directions and doing some math based on its facing vs the missile's facing it comes up with a new angle. Now a hack starts here: You can't as far as I can figure out actually change the heading of such a missile once its in flight but you can for a split second change its facing using a trigger. So I change its facing and then have it create another persistent effect identical to what created it originally...and then pull the current one out of existence. For all intensive purposes it looks like it bounced.
Now my problem is even though I have the missile's mover ignore terrain, use a -1 for cliff detection and all that it won't consistently stay at height 1, even with with that collision trigger constantly correcting their height. They still can end up far above or below the ideal height. For the most part they do of course, but a 90% success rate is certainly not ideal for what is supposed to be a player's main tool in a map. Any ideas on how to ensure these things never ever deviate on that flight axis? I wish there was a 'set to absolute height', I'd just use the same high frequency trigger to pin them on 11 and be done with it.
0
Its the one under Assets/Units/Terran/Flashlight/Flashlight.m3, I guess its part of the story module instead of the campaign after all but yah that's the one for sure, thanks for looking into this.
0
Well this seems like the perfect time to ask for something I've been wracking my head with for quite some time but should probably be one of the easiest requests you'll see. There is a certain flashlight model already in the campaign module but its got this rather annoying second light on it that kinda wrecks trying to make use of it else where. I'd tried importing it myself to 3dsmax to pull off the unwanted light but just couldn't get passed an error. Might you be able to have better luck? Its the Raynor flashlight and the unwanted light is the glowing sphere projecting one on its base, the directed one on the tip is what I'm really after.
0
Aight this is the particular one I'd used a few weeks ago and well it seems to be harmless enough: http://www.freemp3wmaconverter.com/
You can convert x to y blah blah without much issue. I'm sure its shareware of some form or another but it did the job and hasn't made any various malware detectors angry in the meantime so I'd say its okay.
So basic thing is typically for channels stereo is good enough (2 speakers, left vs right) and for music for a game honestly mono is also quite okay. Bitrate determines how the quality of the song goes, anything over 96 should sound 'okay', 192 is what a CD typically sounds like so its pretty much taste/size upto the person doing the conversion.
0
Wow, 1998 wants its damned webpage templates back. Okay Gimmie a sec Ownagg I'll try to find you a converter that isn't stuck in the previous century and runs in a real operating system.
0
OGG seems to be the format preferred, try editing the bitrate & channels to achieve balance of size that's usable vs acceptable to one's ears.
0
@wowacesucksmassivekok: Go
Uh. I'm not quite sure where to begin with where this story goes wrong, but it went wrong. Don't worry about it though kiddo, if you intend well and all that just carry on and life goes on.
0
According to ProzaicMuze he's going to cover this very topic in the near future in one of his excellent tutorials. I'm looking forward to it as well, really want to play around with limiting the sight of units to more then just spheres.
0
I just wanted to throw in the obligatory: That insane man!
:P
0
http://forums.sc2mapster.com/development/tutorials/1666-data-time-of-day-dependent-buffs/
Head to the bottom where its got the optional build a clock part.