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    posted a message on Tutorial: Quadratic Regression 3D Traceline

    Hey, I think I have an optimization, but it is obvious enough that I have a feeling you have already considered this and rejected it for some reason.

    Unit Group - Pick each unit in Omega Group and do (Actions)
                Actions
                    Variable - Set Size = (Size + 1)
    

    Couldn't you just use the built-in function?

    Variable - Set Size = (Number of Living units in Omega Group)
    

    EDIT: You also multiply things by 1.0 quite often. Removing that could give you a 4-6% speed increase in large groups of units.

    Posted in: Triggers
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    posted a message on Make units protect other units

    Sorry for double posting (I know it is highly frowned upon here), but I have found a very promising lead. I remembered that The Great Train Robbery had something like this, and it is actually EXACTLY what I want. I'll post the info here for future reference and for others once I have it all nailed down. That's why I'm double posting; I'm saving room for a nice, longish description.

    Posted in: Miscellaneous Development
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    posted a message on Make units protect other units

    This could fit in both the data and trigger sections, and I put it here because I don't know which one it should go into.

    I am attempting to make a group of units, probably twenty or so, that all automatically protect another unit. Obviously, I could trigger this very easily, but I do not know how many of these groups I will have. If I just make an array of unit groups, the limit could easily be exceeded [i]or[i/] a group will die, and I am not sure how to re-populate the array with missing or empty groups all over. Naturally, this got me thinking about using the data editor to make a behavior or ability that orders the units as necessary, but I cannot seem to do anything of the sort. Is there any way I could have the game do this automatically, like with some AI? If not, is there a type of ability that makes the unit being protected "own" the others so I can reference them?

    A key detail, which I could not implement properly myself anyway, is that I want melee units to be in front of the unit they are supposed to protect at all times. I could use polar offsets for this, but I would have to check the range on each unit as well as fix the above question.

    Any help would be greatly appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Model made in Blender is on it's side

    I am not even sure how to explain this. I made a model in Blender and, while it seems to work just right in Blender, it is always laying on it's side in Starcraft 2. I have attached my files below for you guys to look at it - everything looks just right to me. I made it by combining the Xel'naga Turret 01 model with a photon cannon, then I just deleted the photon cannon meshes, so I would think the photon cannon would also be on it's side in the game, but it isn't even if I export my own version from Blender.

    Link Removed: http://www.mediafire.com/download/0336no1m16enf34/PlasmaArray.zip

    Posted in: Artist Tavern
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    posted a message on [Request] Immortal Forge bridges

    Alright. I have made a simple terrain object that I think could work, but it doesn't work in game. If somebody can take a look and tell me what is wrong and which texture I need to use, I would appreciate it.

    Blender file: Link Removed: http://www.mediafire.com/?v217v1yiidkg1wi

    Exported m3 file: Link Removed: http://www.mediafire.com/?fadkuedjbng7v8k

    Posted in: Art Assets
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    posted a message on [Request] Immortal Forge bridges

    @JacktheArcher: Go

    I mean visual gaps and overlays. It looks a mess.

    Link Removed: http://www.mediafire.com/?h4ho8ave66g218r

    Posted in: Art Assets
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    posted a message on [Request] Immortal Forge bridges

    @JacktheArcher: Go

    I would, but with this tile set it is not a clean transition. There are weird gaps or overlays no matter how I position it.

    Posted in: Art Assets
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    posted a message on [Request] Immortal Forge bridges

    @JacktheArcher: Go

    No, I made a bridge model that has all of the animations I need. My problem here is that I have no idea how to make terrain object models work.

    Posted in: Art Assets
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    posted a message on [Request] Immortal Forge bridges

    Actually, if you could just rotate the Zhakul'Das Bridge 45 Left model so it goes from the bottom left to the top right, that would be good enough. I'll just change the tile set if I have to.

    Posted in: Art Assets
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    posted a message on [Request] Immortal Forge bridges

    I am making a three player version of the "In Utter Darkness" map from the campaign where everything is brand new. It is looking very exciting and is nearly ready for a beta test. Unfortunately for the map, I am a bit of a perfectionist and there is no model for a bridge terrain object in the "Immortal Forge" tile set. I really need some help making one. For those of you who are interested, this is the solution that is driving me crazy:

    Link Removed: http://www.mediafire.com/?a77t3r39g2zhd8u

    Posted in: Art Assets
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    posted a message on Soul Hunter Model: Are there any icons or wireframes?

    I am pretty new here, but I was about to try to give it some animation. I can't seem to find it though. Do you guys have a link to it?

    Posted in: Art Assets
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    I am having a problem with the PylonXPReward.m3 model. When I try to import it, it shows this:

    File "/Applications/Blender/blender.app/Contents/MacOS/2.65/scripts/addons/m3addon-master/__init__.py", line 3609, in execute m3import_importFiles(self.properties.filepath)
    File "/Applications/Blender/blender.app/Contents/MacOS/2.65/scripts/addons/m3addon-master/m3import.py", line 1658, in importFile importer.importFile(filename)
    File "/Applications/Blender/blender.app/Contents/MacOS/2.65/scripts/addons/m3addon-master/m3import.py", line 389, in importFile self.createRigidBodies()
    File "/Applications/Blender/blender.app/Contents/MacOS/2.65/scripts/addons/m3addon-master/m3import.py", line 1003, in createRigidBodies shared.transferPhysicsShape(transferer)
    File "/Applications/Blender/blender.app/Contents/MacOS/2.65/scripts/addons/m3addon-master/shared/py", line 938, in transferPhysicsShape transferer.transferEnum("shape")
    File "/Applications/Blender/blender.app/Contents/MacOS/2.65/scripts/addons/m3addon-master/m3import.py", line 356, in transferEnum setattr(self.blenderObject, fieldName, value)
    TypeError: bpy_struct:item.attr = val: enum "36270338" not found in ('0','1','2','3','4','5')
    location:<unknown location>:-1
    
    Posted in: Tutorials
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    posted a message on Weapon spread attack?

    I just did that, but now it is attacking normally. Rather than spreading the attack, it focuses on one unit until it is dead, then moves on to the next.

    Posted in: Data
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    posted a message on Weapon spread attack?

    Okay, this is great, but now the structure attacks all units in range, rather than just attacking one at a time. Could you (or somebody else, of course) possibly post a map with the relevant stuff? If not, how do I make the structure choose a random unit from the units that it can attack?

    Edit: One more thing: can I set this up so adding additional attacks to the weapon makes it attack two enemies at a time?

    Posted in: Data
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    posted a message on Weapon spread attack?

    I am attempting to make a defensive structure that attacks multiple units very quickly. Every time the structure attacks, I want it to choose a random unit within range to shoot at. I have absolutely no idea how to do this, but it looks like I need a "Search Area" effect (also kinda clueless on that one). Can anybody help me out here?

    Posted in: Data
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