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    posted a message on Weapon Impact Points and SOp Functionality

    Two likely simple questions.

    I'm using the Hurricane Battlecruiser model for a unit. A new model, actor, and unit was made for it. In-game, missiles shot at it does not hit the actor, but instead at the location of battlecruiser when the launch effect occurred, which is to say missiles and impact effects do not follow or play on the actor. My first thought was maybe that I set up the data for this unit incorrectly, but when I changed the Art: Model of model to carrier, weapons behave and impact the actor normally. In the previewer/cutscene editor I can clearly see it has a good number of attachment points, so that can't be an issue.

    I know this is a common problem with WoW models, and there have been a good number of threads made on this issue. However none have provided a straight answer without the use of 3DsMax, which would be unnecessary here since the Hurricane is a SC2 model.

    My second question ties in with the first. A number of other units on my map uses SOp to attach models, but what is being attached doesn't seem to overwrite existing attachment points on the host actor model when attacked. How do I set up the data for missiles to hit attachment points on SOp-attached models?

    tl;dr: How do I set up an unused model like Hurricane BC, and SOp-attached models, to connect with weapons impactFX?

    Thanks in advance.

    Posted in: Data
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    posted a message on Level Flyer with Fog of War

    Tried that before I tried anything else. Doesn't change how a unit interacts with the selection plane. The selection plane is universal. The solution would most likely also be one with a universal effect, right? Maybe in triggers?

    Posted in: Terrain
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    posted a message on Level Flyer with Fog of War

    The fliers are lowered with changing the "fly" mover's movement height map from "flying" to "ground". which seems to now make flying units walk on the same plane as ground units. When the ground is cliff level 0, now flying units are also on level 0, and also just like ground units, their selection plane is still at cliff level 1. The selection plane is where the unit splat is found.

    What do you mean by "hitbox", the unit splat? Isn't that tied to the selection plane?

    I keep using the term 'selection plane', but there has to be a proper term for it. Someone please correct me.

    Posted in: Terrain
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    posted a message on Level Flyer with Fog of War

    Bump.

    Perhaps the above isn't very clear. This is a space platform map, double-zoomed to create the illusion of more space. With the zoom, the difference in height between units using air movement map and the fog of war on cliff level 0, is very noticeable. Changing units' movement map to ground puts them on cliff level 0, which is what I want, but the selection plane (where units are ordered to move, attack, etc) is still at cliff level 1.

    The attached image illustrates what I mean.

    Is there a way to lower the selection plane to cliff level 0, raise the fog of war to cliff level 1, or some other way to bring movement map and fog of war to or close to the same level as the selection plane?

    Posted in: Terrain
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    posted a message on Level Flyer with Fog of War

    Hey there.

    By default settings on a space platform map, when a flying unit moves to an area with cliff level 0 when all we see below is space, the fog of war being revealed has a vertical offset with the unit's position. The fog of war on cliff level 0 is being revealed on cliff level 0, but the unit is on a plane that is very high up. What I'm trying to do is match a flyer's movement with the fog reveal on the same plane.

    I've been reading through past threads and trying some of the things they suggested with no success. Changing the 'fly' mover to ground gets the desired effect, but now move orders are mismatched with where units appear to go. I could really use some help. Thanks in advance.

    Posted in: Terrain
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    posted a message on Proximity to Doodad/Terrain Texture

    Bump.

    I'd very much like to know if having 100+ regions to apply a behavior, done in either triggers or data, would cause significant lag in multiplayer.

    Quote from masterxel: Go

    I believe 1.5 added a Terrain Texture At Point trigger that you could use.

    1.5 isn't out yet, but has this already been implemented into the editor?

    Posted in: Data
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    posted a message on Proximity to Doodad/Terrain Texture

    All right, thanks both of you for your answers.

    I'm going to have to use regions after all. I assume having hundreds of regions does not have much effect on latency? Are regions tied to data or trigger, or both?

    Posted in: Data
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    posted a message on Proximity to Doodad/Terrain Texture

    Good day folks.

    Noobie data editor here. I'm currently designing a diplomacy map, and I was wondering if there is a way through data or triggers that activates when a unit moves within a set range to a type of doodad, or walks on top of a specific terrain texture. In this map I'm attempting to add a behavior to units who walk under any tree doodad, and there will be lots of trees on the map.

    The alternative I thought of is to use regions, but it would take several hundred regions to cover all the areas where trees are present.

    Thanks in advance for your assistance.

    Posted in: Data
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    posted a message on Occlusion Power

    Bump again. There must be someone else aside from Mr. Mozared who knows how to do this, right?

    Posted in: Terrain
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    posted a message on Occlusion Power

    Bump. I'm hoping that this hasn't been forgotten. I, and anyone in the future facing this problem and come to these forums looking for an answer, could really use the help.

    Thanks in advance.

    Posted in: Terrain
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    posted a message on Occlusion Power

    Posts in relevant threads suggested the information on occlusion was in Mr. Mozared's Terraining Thursday 11 live stream, one that is no longer avaliable.

    Posted in: Terrain
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    posted a message on Occlusion Power

    Hello gents.

    This question has been asked a few times I'm sure, but after spending the past hour browsing through the threads of what I can find with "Occlusion" in the search, I've yet to locate an adequate answer. What I need is to change the Occlusion power on doodads, lowering or raising the degree of transparency, without having to deal with triggers, model swapping, regions, or any of that good stuff, assuming of course that this is possible via Actor Events.

    Mr. Mozared's asked this question in this thread here. This is pretty much exactly what I'm looking for.

    Thanks for your help.

    Posted in: Terrain
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    posted a message on Mysterious Frame-rate drop

    Does Terrain Object Doodads count?

    If not, while I am inhibited by probability to speak in absolutes, I can say with significant confidence that I did not touch any terrain objects, even more confident about trench terrain objects.

    I've been looking into past threads concerning the replicating terrain object, but there doesn't appear to be a real solution anywhere, albeit extensive testing by some of the effected people. If there isn't a doable solution to this outside of completely stripping a map down, then I can accept that there's little I can do.

    Posted in: Terrain
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    posted a message on Mysterious Frame-rate drop

    Any advice to those who want to avoid this in the future? I'm pretty damned sure I never even touched terrain objects when terrainin' the map. Sounds to me like the duplicating terrain object is no ordinary one, undetectable to the untrained eye. Is there a chance that they're made on terrains without mappers knowing or even using terrain objects? How do they get created?

    Posted in: Terrain
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    posted a message on Mysterious Frame-rate drop

    Ah, I see. Thanks Mr. FireStorm. The thread only confirms my answer that I received from elsewhere. Someone in there mentioned a hidden terrain object that continuously duplicates every time the map is saved, and this would be the catalyst. If this is true, I'll think about copying everything from the map and moving it to a new one.

    In the unlikely chance that anyone reading this has found a way around this issue, such as a way to locate and remove the hidden terrain objects, please share. It seems I'm not the only one who is affected by this issue.

    Thanks, and Merry Christmas.

    Posted in: Terrain
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