If you look at Raynors or Tychus flashlights you notice they have a line of sight to them, if something is in front of them you'll see it cast a shadow in the cone. For example if you have a box in front of it you'll see the box cast a shadow.
I'm now adding flashlights to some normal units using the Raynor - Flashlight behaviour. It's giving the correct cone and everything, only it doesn't give the cool line of sight I get from the original heroes. Anyone knows if it's possible to modify it so it does provide a line of sight/ray casting thing?
Heh, I can't believe I missed that... ah... I probably had that damn option active where the "lesser used" entries are hidden, it's not the first time it has tricked me.
I have just began experimenting with heroes. I have one set up and it's working as intended.
What I wonder is how the amount of XP I get for each kill is determined. I have checked around in the editor and found nothing that states how much xp you get for a kill. I assumed it would somehow be attached to the unit getting killed (I get 5 for a zergling and 150 for a ultralisk for example). But I've not found those values anywhere, can anyone point me in the right direction? So far I've checked on actors and units and haven't found anything that seems related to xp.
I thought it was possible to attach models to other models inside the editor?
In that case you should be able to attach the shield to the marauder arm without having to rebuild the model yourself. Just don't ask me how it's done because I have no idea ;)
Pretty much what the title states; does the galaxy editor support elevators?
If so, how do I build one?
I guess there is some way to manipulate the z-value of units? then maybe it's possible to do it on terrain or whatever you use as the actual elevator platform as well?
Maybe you should explain more about what your trying to do with your map. Then we could get some more ideas going for you.
I'm confused with what your trying to do. I don't see why you would need real time cinematics and normal view at the same time.
Well imagine a map where you have waves of enemies coming against you and every player has a hero they play. I want to have sort of a small story going on in parallell where NPCs find out different stuff and does things. I don't want to stop the action to play these little scenes, but I can't play the scenes without stopping the action.
I could possibly play the scenes in the normal game and have a minimap ping where they take place to make people realize there is something there to see, but if you're in the thick of the action when it starts you probably don't notice it anyway (which might be good actually, then it doesn't disturb your flow).
What you mean are probably portraits? The characters in the campaign missions talk to you through portraits, but you can't set them up to show a different part of the map. I don't think there actually is any way to do so, unless you record a video clip of the cinematic, import it and play it in a dialog window. But that's overly complicated.
Ok thanks for that.
So there isn't any way what so ever to play a cinematic in a separate window?
Does anyone know of a way to have a "picture in picture"?
I have a multiplayer map where I want to play some cinematics during the action without having to pause it, loosing the flow of the game.
To do this I can't just play a cinematic in fullscreen because people can't control their units if I do.
So is there any way to play a cinematic in a secondary screen on the main screen or perhaps where the unit portrait is? I seem to remember the adjutant face beeing shown on the main screen in some briefings in the campaign inside its own window.
I'm playing around with the editor and I'm currently trying to figure out how footprints on doodads work.
There is no "doodad" category in the editor so I figured out appearantly some models are doodads. However models don't even have footprints. After this I found out that there is an actor for each model (how these are connected to each other I haven't figured out yet). Anyway the actors have footprints, so it's all good.
I thought I should try to make a garage you could walk into, so it should be empty inside and unpathable on three sides.
A good way to start seemed to be to copy the Footprint 5x5 (doodad) footprint that the large garage is using by default and modify this.
It turned out that however I changed it, from the second I used my own footprint the garage wouldn't have a footprint any more.
The really interesting part was when I made a copy of the Footprint 5x5 (doodad), made no changes what so ever to it, and then sat the copy as the footprint on the garage. This didn't work!
So somehow, as soon as you make a copy (which is the same in every way to the original) the footprint that previously worked, doesn't work any more. What's up with that?!?
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If you look at Raynors or Tychus flashlights you notice they have a line of sight to them, if something is in front of them you'll see it cast a shadow in the cone. For example if you have a box in front of it you'll see the box cast a shadow.
I'm now adding flashlights to some normal units using the Raynor - Flashlight behaviour. It's giving the correct cone and everything, only it doesn't give the cool line of sight I get from the original heroes. Anyone knows if it's possible to modify it so it does provide a line of sight/ray casting thing?
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Haha @ BumpInTheNight
Heh, I can't believe I missed that... ah... I probably had that damn option active where the "lesser used" entries are hidden, it's not the first time it has tricked me.
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I have just began experimenting with heroes. I have one set up and it's working as intended.
What I wonder is how the amount of XP I get for each kill is determined. I have checked around in the editor and found nothing that states how much xp you get for a kill. I assumed it would somehow be attached to the unit getting killed (I get 5 for a zergling and 150 for a ultralisk for example). But I've not found those values anywhere, can anyone point me in the right direction? So far I've checked on actors and units and haven't found anything that seems related to xp.
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@Zurom: Go
I thought it was possible to attach models to other models inside the editor? In that case you should be able to attach the shield to the marauder arm without having to rebuild the model yourself. Just don't ask me how it's done because I have no idea ;)
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I'm no stranger to triggers ;)
Anyone got any ideas of where to start?
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Pretty much what the title states; does the galaxy editor support elevators? If so, how do I build one?
I guess there is some way to manipulate the z-value of units? then maybe it's possible to do it on terrain or whatever you use as the actual elevator platform as well?
0
Well imagine a map where you have waves of enemies coming against you and every player has a hero they play. I want to have sort of a small story going on in parallell where NPCs find out different stuff and does things. I don't want to stop the action to play these little scenes, but I can't play the scenes without stopping the action.
I could possibly play the scenes in the normal game and have a minimap ping where they take place to make people realize there is something there to see, but if you're in the thick of the action when it starts you probably don't notice it anyway (which might be good actually, then it doesn't disturb your flow).
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Ok thanks for that.
So there isn't any way what so ever to play a cinematic in a separate window?
Inside normal game area?
Inside portrait? - no
Inside minimap window perhaps?
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Does anyone know of a way to have a "picture in picture"?
I have a multiplayer map where I want to play some cinematics during the action without having to pause it, loosing the flow of the game. To do this I can't just play a cinematic in fullscreen because people can't control their units if I do.
So is there any way to play a cinematic in a secondary screen on the main screen or perhaps where the unit portrait is? I seem to remember the adjutant face beeing shown on the main screen in some briefings in the campaign inside its own window.
0
I'm playing around with the editor and I'm currently trying to figure out how footprints on doodads work.
There is no "doodad" category in the editor so I figured out appearantly some models are doodads. However models don't even have footprints. After this I found out that there is an actor for each model (how these are connected to each other I haven't figured out yet). Anyway the actors have footprints, so it's all good.
I thought I should try to make a garage you could walk into, so it should be empty inside and unpathable on three sides.
A good way to start seemed to be to copy the Footprint 5x5 (doodad) footprint that the large garage is using by default and modify this. It turned out that however I changed it, from the second I used my own footprint the garage wouldn't have a footprint any more.
The really interesting part was when I made a copy of the Footprint 5x5 (doodad), made no changes what so ever to it, and then sat the copy as the footprint on the garage. This didn't work! So somehow, as soon as you make a copy (which is the same in every way to the original) the footprint that previously worked, doesn't work any more. What's up with that?!?