• 0

    posted a message on Problem with Lighting and Tarmacs
    Quote from ScrinKing: Go

    Copy+Paste the tarmac while holding shift until it's opaque.

    I just tried it, a total of 10 layers. but the same thing happens =S. Anything glowing near the tarmac makes it semi-transparent; not all of it, but just the parts that are lit.

    my guess right now, since ive basically tried everything ive known, its probably in the model itself?

    Posted in: Terrain
  • 0

    posted a message on Problem with Lighting and Tarmacs
    Quote from StragusMapster: Go

    Ah sorry, I assumed you were talking about a doodad or other model of some sort.

    Are you saying one of the floor's textures becomes transparent, letting you see other floor textures? This looks so weird, is the floor a mixture of multiple textures at that point?

    uh.. no2. im talking about the tarmac, its a doodad. im very sure of it.

    when I place a Light above the tarmac, it reveals the terrain texture beneath it (which I dont want). Like ScrinKing said, tarmac is a doodad. but it behaves differently as Ive shown in the two screenshots. The decal DOES NOT become transparent when hit by light, but the tarmac does.

    Posted in: Terrain
  • 0

    posted a message on Problem with Lighting and Tarmacs
    Quote from StragusMapster: Go

    Data editor, select the model object, set Occlusion to "Show".

    Doesn't seem to work. =( any other possible solutions?

    Posted in: Terrain
  • 0

    posted a message on Problem with Lighting and Tarmacs

    Hey guys, so theres this problem that gives bugging me in terraining; that is... tarmacs!

    whenever I put a light source on top of it, be it a spell effect in-game or a simple glow doodad, the Terran Tarmac turns transparent and see-through. Since I figured a Decal would nevertheless work the same way, I tried a Decal doodad, and turns out it did not have the same see-through effect while lit with lighting.

    the terran tarmac.

    a normal decal.

    its not really a big problem game-wise, but rather an eyesore for my terraining.

    If this has something to do with actors or a certain edit field, please do say. I am quite familiar with the data editor; unless of course.. this thing is hardcoded in the tarmac's model.

    Posted in: Terrain
  • 0

    posted a message on (Solved!) Animation for Ability cast Problem?

    Well, you know you could add a condition to check if the cooldown for the ability is done or not.

    Put this in an if then else statement, thus you have the animation only playing when the cooldown is not there.

    As for the data method... the ability is not transient is it?

    Posted in: Data
  • 0

    posted a message on Omg... I think I'm a monkey... or maybe a donkey...

    For starters, the point defense drone is NOT Robotic.

    It is Light, Mechanical, and a Structure, but not robotic =D

    u are better off using a unit type filter searching for Point Defense Drones owned by the player only.

    Posted in: Triggers
  • 0

    posted a message on problem with restoring hero with veterancy and "learn" skill
    Quote from RealYnsanity: Go

    the solution you are talking about is known to me, but i wanted to avoid it. are you totally sure that there is no way of storing the hero unit by Galaxy Script?

    Why avoid it? I mean if you are using banks, use it to its full extent. Using galaxy script would probably produce the same results.

    Posted in: Triggers
  • 0

    posted a message on If order target point is within region.
    Quote from Providence932: Go

    Silly question here

    Trying to figure out how to have a trigger first determine if an order is place within any point in a region.

    Trigger should perform

    Events A unit is issued an order Actions If the order is within specific region perform actions

    Thanks

    You should use a condition for that, that goes:

    If (Target Point for (Triggering Order) is in XYZ Region) == true

    first look under Region, and look for Point is in Region.

    and then change the Point value to Target Point for Triggering Order

    voila!

    Posted in: Triggers
  • 0

    posted a message on Chop Chop Forest.

    I really think you should just show your map's gameplay instead of doing a back and forth comparison =S. I actually thought it was part of the game and the whole SC2 UI was remade to look like WC2. I even thought the whole map was about a lumber and mineral harvesting.. But I found it was not; and.. was kinda disappointed.

    I'll see if i can get a few friends to play it with me.

    Posted in: Map Feedback
  • 0

    posted a message on Revive trigger won't work! HELP!!! [SOLVED]
    Quote from Frozen_Shadow: Go

    I copied zeldarules' revive trigger, but everytime my unit revives, it doesn't revive my hero, it creates a new hero, Raynor, and replaces it with mine.

    the most common error I have encountered in hero-revive systems that I've made is the unit's Death time. Make sure its not zero.

    and yes, if all fails; you would want to do like what Yukaboy said, store your attributes in variables, and basically just reapply them to new unit.

    Posted in: Triggers
  • 0

    posted a message on Best way(s) to make a hexagonal board?
    Quote from ctccromer: Go

    I'm about to start making a turn-based custom game, which is played on a hexagonal board rather than squares. Is there any good way to do this? The only way I can think of is to use doodads such as the protoss beam lines and just copy/past them a million times. However if theres a better way than this, I'd love to know. I'd also love to be able to use the cliff tool with the hexagon shape rather than having to use the mountain tool and just make it a smooth top

    in doodads, im pretty sure theres a whole bunch of doodads representing different shapes, from circles to a Won currency sign; including a hexagon. You can use that, or make it a unit depending on your needs.

    Posted in: Miscellaneous Development
  • 0

    posted a message on How did you guys get into game/map development?
    Quote from Sephiex: Go

    I created things with legos when I was a kid, also. Me and my brother had even created a judicial and combat system for it, hahah. But I also know three other people I played legos with who never got into mapping. So I think a better question would be...who hasn't played with legos?

    whoa. thats similar to me and my brother. I practically assigned abilities to certain lego characters (fully equipped and rigged with custom spears, swords etc) and played as if it was an actual game O_o Not to mention arguing about balance and broken characters lol.

    damnn, I miss those times.

    Posted in: Off-Topic
  • 0

    posted a message on Same behavior from multiple units

    @peranzormal: Go

    I don't see why it shouldn't work. Are you sure it is not applied? Can you describe more abt your behavior?

    Posted in: Data
  • 0

    posted a message on How do i play my custom made mod? I REALLY NEED HELP!

    I think you're gonna need to add the published mod to another Map, and publish that map on bnet. I'm presuming this is an altered melee map yes?

    • Tip*: use the edit button, dont double post
    Posted in: Miscellaneous Development
  • 0

    posted a message on Situational Error
    Quote from Trinashi: Go

    @StragusMapster: Go

    So there's actually something else. The error has to do with the proximity of the builder. As long as the builder is RIGHT next to the building, it will deactivate/activate fine. Its only if the builder moves away from its immediate vicinity that it generates an error. Suspicious, no?

    I have a feeling somehow your ability is still trying to search for a target.. any chance you could attach the script and data here?

    Posted in: Data
  • To post a comment, please or register a new account.