For some reason, when a beam is fired at a unit using a WoW model, the beam fires choppy. Basically instead of the beam following the unit (like a void ray or sentry should) it targets the ground below it updating choppy. I can upload a video if people need be but basically im looking for a work around such as changing the attachment point the beam is trying to target. Any suggestions?
Has anyone else been able to successfully import and publish some of these models such as Onyxia's air models or the red eredar model? I'm getting errors when these models are in my map when I go to publish.
As apparent, when I go to publish my map, I get the "GATEWAY_DOWN" error message. I know that this is being caused by some of the imported models I'm using (Removed the .m3 files and it uploaded) the question I want to know is why. I've spent quite a long time individually importing the models, then saving, then publishing and checking to see if that model is accepted. Some allow the map to be published just fine, while others cause the publishing to fail. This doesn't seem to be an issue with the map file size or model complexity. I have also tried to publish the models in a separate mod file and that didn't seem to help either. The map works fine while testing it and all models look and animate correctly.
A few models that I know whether or not they are accepted when I attempt to publish the map:
Work with no issues:
arthaslichking.m3
bearbrown.m3
clefthoovelightbrown.m3
pryptfiend.m3
deathwingground.m3
Do not work:
dragononyxiaair.m3
dragonspawntwilightblue.m3
eredarred.m3
etherialred.m3
I was wondering if anyone could try testing to see if they can upload a map with these models (and their textures) imported and/or have published maps with these models.
I suppose you could set its movement speed to 0 (or very close to 0), rather than disabling its ability to move. Disabling movement through flags also cancels movement commands in the queue, which AFAIK is built into the game that way.
This worked well for me as its for a tower defense so I didn't have to worry about casting spells.
You can set the Time Scale of the unit to 0.01. It's not exactly a stun, but it'll take it 100 seconds to do 1 second of stuff, so I doubt anyone would notice it moving or anything :p Also, timescale affects animations as well, so the unit would be "stunned" in the exact animation frame it was hit in instead of just standing there stupidly
This would make all buffs and debuffs stay on the target for the duration of then stun so I would avoid this method
Hey, I'm working on a tower defense and I'm having a bit of an issue. I have an attack that stuns the attacked unit and that works fine but when the unit comes out of stun, it no longer has the command to move to the next point. How can I stun the unit but make it continue on its way after the stun wears off?
I've been working on this map for a while and feel like it is almost ready to be brought out of beta. If anyone would be so kind as to try it out (especially with friends) I would greatly appreciate it.
I have made an ability similar to the old net spell from WC3. The thing is, it works perfectly fine when I give a unit the ability, but when I try to make a building use it, it doesn't cast it. It just sits there highlighted like the target unit isn't in range or something. Anyone have any insight?
Ok, I think I've got the ability set, but the problem is, it wont cast from a building, it works sort-of from a unit (it has no duration) but from a structure, it won't even cast. Anyone have any insight on this issue. Even the normal graviton beam (not edited) wont cast from the building. (I'm using graviton beam as a base for it by the way).
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@DrSuperEvil: Go
Umm, not too familiar with how to create/use site actors, is there any good tutorial you could link me to?
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For some reason, when a beam is fired at a unit using a WoW model, the beam fires choppy. Basically instead of the beam following the unit (like a void ray or sentry should) it targets the ground below it updating choppy. I can upload a video if people need be but basically im looking for a work around such as changing the attachment point the beam is trying to target. Any suggestions?
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@MangledMind: Go
It's not an issue of getting it in in time because for example, if I have a map with just the eredarred.m3 model in it, it wont publish
EDIT: Or I'm full of BS cause it uploaded XD
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@LordAbyss: Go
Well like I said, I did try to make a separate .mod file for the models and that didn't work either.
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Has anyone else been able to successfully import and publish some of these models such as Onyxia's air models or the red eredar model? I'm getting errors when these models are in my map when I go to publish.
0
As apparent, when I go to publish my map, I get the "GATEWAY_DOWN" error message. I know that this is being caused by some of the imported models I'm using (Removed the .m3 files and it uploaded) the question I want to know is why. I've spent quite a long time individually importing the models, then saving, then publishing and checking to see if that model is accepted. Some allow the map to be published just fine, while others cause the publishing to fail. This doesn't seem to be an issue with the map file size or model complexity. I have also tried to publish the models in a separate mod file and that didn't seem to help either. The map works fine while testing it and all models look and animate correctly.
Note: All the models I'm trying to use are converted WoW models from this thread: http://forums.sc2mapster.com/resources/art-assets/8347-wow-model-pack-requests/
A few models that I know whether or not they are accepted when I attempt to publish the map: Work with no issues:
Do not work:
I was wondering if anyone could try testing to see if they can upload a map with these models (and their textures) imported and/or have published maps with these models.
0
This worked well for me as its for a tower defense so I didn't have to worry about casting spells.
This would make all buffs and debuffs stay on the target for the duration of then stun so I would avoid this method
0
Hey, I'm working on a tower defense and I'm having a bit of an issue. I have an attack that stuns the attacked unit and that works fine but when the unit comes out of stun, it no longer has the command to move to the next point. How can I stun the unit but make it continue on its way after the stun wears off?
0
I've been working on this map for a while and feel like it is almost ready to be brought out of beta. If anyone would be so kind as to try it out (especially with friends) I would greatly appreciate it.
0
Actually just fixed it, I had to set the arc for the ability to 360
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Anyone have any idea?
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I have made an ability similar to the old net spell from WC3. The thing is, it works perfectly fine when I give a unit the ability, but when I try to make a building use it, it doesn't cast it. It just sits there highlighted like the target unit isn't in range or something. Anyone have any insight?
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@DarkArchonLord: Go
shameless self bump
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Ok, I think I've got the ability set, but the problem is, it wont cast from a building, it works sort-of from a unit (it has no duration) but from a structure, it won't even cast. Anyone have any insight on this issue. Even the normal graviton beam (not edited) wont cast from the building. (I'm using graviton beam as a base for it by the way).
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Bump, cause I was thinking about this too