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    posted a message on [Video] Simple Zombie Escort Map

    @OneTwoSC: Go Very well done. Thank you.

    BTW, I downloaded and played your demo map, and noticed that if your controlled unit bloks the tank, it just stops and it never starts back up. It just stays in the same spot. How would you overcome that?

    Posted in: Tutorials
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    posted a message on Something super simple, or should be

    so it seems the create model is the right way, not I just gotta go through them all and figure out the bext one to use... thanx for the help.

    Posted in: Triggers
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    posted a message on Something super simple, or should be
    Quote from bulletbutter: Go

    @Wizaerd69: Go

    Let me make sure I get this right. Say you want to change a marine to a zealot. You want to move marine to point A, Remove the marine, Create the effect then remove the effect and create the zealot? Sorry I am having a hard time understanding what it is your trying to do.

    You could write a trigger that says Unit enters region, create model actor at region, kill/remove original unit, create replacement unit.

    It's for cinematic purposes only... I want a civilian to morph/shapeshift into a marine (or some other unit)... think Mighty Morphin Power Rangers... The civilian would be surrounded by some kind of aura, obscuring him. At which time the civilian model would be moved out, a new one moved in then the aura would dissipate or fade out...

    Posted in: Triggers
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    posted a message on Something super simple, or should be
    Quote from bulletbutter: Go

    @Wizaerd69: Go

    I apologize, I should have been more specific. The trigger is actually under Create Model,its just found in the actor section. So the trigger you use is create model. Your using just simply create actor, do a create model trigger.

    Ok, so what I learned here is that Warp Prism isn;t what I want... I'm want a glowy, sparkling effect that hides the unit, so I can move him out and move a different unit in...

    Suggestions?

    BTW, thank you for your kind assistance... I know some people get pretty aggravated with helping noobs,and I really appreicate your help.

    Posted in: Triggers
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    posted a message on Something super simple, or should be

    Ok, so I have zero experience at this kind of thing... I changed it to:

    ChangOMatic
        Events
            Timer - Elapsed time is 2.0 Real Time seconds
        Local Variables
        Conditions
        Actions
            Actor - Create actor Warp Prism at point (Position of Colonist (Male) [121.11, 127.80])
            Unit - Move Colonist (Male) [121.11, 127.80] instantly to (Center of Region 001) (No Blend)
    

    But when I test it, it comes up with red text on screen saying something about it can't create it... It fades away rather quickly, so I'm not sure about the actual verbage...

    Any other pointers?

    Posted in: Triggers
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    posted a message on Something super simple, or should be

    I'm not creating a playable map, just kinda playing around, for cinematic purposes. What I'm trying to do is have a unit on the map, a civilian... I want to create an effect (warp in I think) and while that affect is playing, swap out the civilian with a different unit. Moving the units are easy, obviously, but the effect itself isn't playing... Anyone care to point out what I'm overlooking?

    ChangOMatic
        Events
            Timer - Elapsed time is 2.0 Real Time seconds
        Local Variables
        Conditions
        Actions
            Environment - Execute Warp In Effect15 at (Position of Colonist (Male) [121.11, 127.80]) from player 0
            Unit - Move Colonist (Male) [121.11, 127.80] instantly to (Center of Region 001) (No Blend)
    

    Would a different effect be a better choice, I'm trying to do a cinematic transformation kinda thing...

    Posted in: Triggers
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    posted a message on A quesion about this forum...
    Quote from zeldarules28: Go

    Sorry :D

    For whatever reason, we don't have much coding power over the site. There is no option or anything. Like Whenwolf said, you can just click the page number of you want.

    Yeah, if it's multiple pages... but if it's a single page, but lots of postings, it still goes to the bottom. I'm surpirsed you have no editing capability over your own forum... Either way, it's counter-intuitiuve and completely nonstandard behaviour for a forum. But it is what it is I suppose. Still kinda sux.

    Posted in: Off-Topic
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    posted a message on A quesion about this forum...

    Is there some setting I'm not seeing somewhere? When I click a forum thread title, I am always taken to the last page, the last post. Really quite irritating if it's a thread I've not yet ever read. I can manually go to the last page, the last post by clicking the apporpriate column over towards the right, but if I click the title, I expect to be taken to the beginiing og the discussion.

    Posted in: Off-Topic
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    posted a message on [Tutorial, Data, Misc] How to: Morphing: Shapeshifter/Druid type Unit + Shadowmeld

    I've yet to do this actual tutorial yet, but am planning on attempting it in the next couple of days for a machinima I have in mind... I'm curious, since I haven't tried it, the form you morph to... does the actual on screen character gain the abilities of the form you morph into? Sorry if it's a supid question...

    My movie idea is a group of civilians who morph into a team of super heroes, like the Mighty Morphin Power rangers... So the civilians would morph in a zealot, or a terran marine (just as examples) and go out to fight the bad guy. So I'm hoping they morph inot the actual chartacter, with their abilities intact since civilinas can't do much... :)

    [EDIT] Well, I tried this... step by step, and it either doesn;t work in the latest version of the editor, or it is unable to be done for a civilian as opposed to an actual unit. I've tried 3 times, again following step by step, (at least the first part, creating a new object, duplicating the actor, linking them, etc...) the new unit never shows up as a placable unit in the terrain (unit layer) editor.

    [EDIT 2] I did it with a Dark Templar as outlined in the tutorial, instead of the civilian, and it works. Which just means I'm not going to be able to use a civilian for the transformation, which rather negates my movie idea... Gonna have to find a different approach. Probably using triggers, and hiding and unhiding models and manually triggering the aura... Bummer.

    Posted in: Tutorials
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    posted a message on Tutorial Request

    I have an idea for a short machinima I want to make, but I'm not sure how to approach something in particular. What I'd like is a civilian who morphs into a protoss zealot or even a tarran marine... Think Mighty Morphin Power Rangers... I would imagine some kind of animation or pose, they're obscured by some kind of aura, and when the aura fades, they'd be morphed into a different model... Ideas on how I would approach this?

    [EDIT] Never mind, I found one... d'uh, should've searched first... sorry ;( http://forums.sc2mapster.com/resources/tutorials/11028-tutorial-data-misc-how-to-morphing-shapeshifter-druid/

    Posted in: Tutorials
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    posted a message on Map design approach

    I have never made a successful map in SC2, I've never published anything, but it's never really my intention to, I play around in it for my own amusement. However, I do still use a specific approach that is a hybrid of two methods, and they're typically the same method I use in my approach to my real life job, software development.

    In my job, when someones says to me they need a piece of software, a library, or a function that does "A:, I sit down in the IDE and start writing little snippets of code, testing different approaches, seeing what is efficient, what is not. Then an idea will spark, I'll do a bit more testing/experimenting, then I'll present my ideas to the reast of the team. Assuming they are cohesive (and they always are, I'm very good at what I do) then we write a desing document and plan the actual development itself.

    However, playing in the Starcraft editor isn't a job, it's not something I have to do, as I said I play around in it for my own amusement. So I'll always start with a basic terrain, nothing too detailed, just a gerneral layout... paths, non-walkable areas, forests, lakes/rivers, etc... Then I start dropping placeholder (stock) units, and write some triggers for playability... tesing the overall flow of the map, and adjust as needed. Ususally as I playtest the stock stuff, I'll get ideas for abiulities or units, and then I start visiting the data editor, and jump back and forth between that and triggers.

    When I get those mostly nailed down, then I junp back into terrain tweaking detailing...

    I never actually write or draw anything on paper, I play around for inspiration, then jump into it... but at some point, while I haven't physically written anythin gdown, I do keep a check list of things to do in my head, and I usually follow it pretty closely.

    Posted in: General Chat
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    posted a message on Any good detailed in-depth cinematic tutorials?

    @Wizaerd69: Go

    I can only assume this means no then?

    Posted in: Tutorials
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    posted a message on Any good detailed in-depth cinematic tutorials?

    Are there any good, detailed and in-depth tutorials for building cinematics available?

    Posted in: Tutorials
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    posted a message on [Video] Ingame Cinematic Tutorial

    Will you be adding more in-depth cinematic tutuorials, such as adding skyboxes (if available) or at least a sky? Using unit's animations? Etc...

    Posted in: Tutorials
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    posted a message on placing upgraded bunkers

    Thanks... I added the bunker, and was able to add the trigger event:

    Tech Tree - Set Story Mode Tech - (Bunker) Shrike Turret upgrade level to 1 for player 1

    I haven't copied it or created a new unit out of it, just experimented with getting it on the map... Will investigate copying it, perhaps for building different bunkers with different upgrades available.

    Thanx again!

    Posted in: Miscellaneous Development
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