Please direct me to another thread if this has already been solved (I can't find it). !
The issue is that one one of my cinematic, the portrait that i create on the screen is not showing the full default portrait of the character.
My other cinematic work fine, not sure why this particular one is messed up with the portraits, but any idea how to fix? They also look like they might be Static when i selected moving ones.
Please direct me to another thread if this has already been solved (I can't find it).
The issue is that one one of my cinematic, the portrait that i create on the screen is not showing the full default portrait of the character.
My other cinematic work fine, not sure why this particular one is messed up with the portraits, but any idea how to fix? They also look like they might be Static when i selected moving ones.
So I've been looking into using some custom unit textures/models that others have created and posted under the Assets portion of this site, but I'm having an issue with getting the actual textures to work.
When i'm creating a custom unit, say a Dragoon, i create a new model for that unit and assign it the .mp3 file that comes with the zip folder. However when i put it on the map, that .mp3 file is very glowish and doesn't have the attached textures. Where do i assign the .ddf extension files to the model? I've tried creating textures and assigning the .dff files to them, but i don't know how to attach that texture to the model from that point. Any help would be greatly appreciated
Honestly Im not sure how to check this. When i created the map it was a custom map, I have the publishing options set to melee/custom map with the addition of multiplayer data. Should i swich this to an arcade map?
I just want to be able to use the units and doodads from the campaigns, but have the buildings be just the normal multiplayer ones
Also, on a side note since i've already posted here, how do you make periodic energy costs eg cloaking, for some reason mine regenerates energy in cloak.
Ok, super odd problem, just published a custom map to try with some friends and the following happened.
Player 1. (zerg) could build all the zerg heroes, units and upgrades in odd places, kind of like the campaign but the lair also let u build scvs and probes.
Player 2. (protoss) let u build these buildings called obvilsks, toss heroes and a a series of "dark Protoss units".
Testing the map did NOT give me this result when launched from the editor, what did I do wrong? and how do i fix it.
and if anyone wants to see the map in progress to see what im talking about, its by RedemptionSC and called Revelation of the Void. Keep in mind triggers and victory conditions/loss conditions are not running perfectly yet.
Hi Hockleberry, are you talking about the condition field? no, there is not, I only have the event, do you need a condition for the event to work? Because changing said event still allowed the action to take place without adding a condition.
So this is the Code for the Door opening sequence i'm trying to run, but its not working:
Gate open
Events
Unit - Eris Kerrigan [225.30, 10.29] Enters Region 003
Local Variables
Conditions
Actions
AI - Suggests order ( Open Gate) to Hybrid - Gate - Thin - Left [60.50, 56.50] using tactical AI logic
Eris Kerrigan is a custom hero that i made, and region 3 is the area right outside the gate. The order command corresponds to the correct gate type, but the gate itself refuses to open when i get my hero in that region. On a side note, Regions that i have tried to use as events in my triggers in the past have also not worked, where other events did indeed work. Is there a trick to making regions work?
Example:Event: Unit enters Region 1, Action: convert aliance to ..whoever. Did NOT work, but changing the event to unit dies and then selecting value made the action work fine.
I'm having a problem where the health bars are in a location that covers the body/face of relatively small units eg. nova. Its annoying not being able to see her face, where do i change the offset of the status bars extremely precisely.
Hey, im very very very new to map making. Been watching basic tutorials on youtube for the last 10 hours to learn the ropes on this stuff. I've been looking for a way to take a custom hero u make (multiple actually), and provide a window upon map initialization that you can select a hero to spawn into the map with. Not sure if this is a triggered event, but i figure it is. Any idea how maps like Hero-wars or the like accomplish this task?
0
Please direct me to another thread if this has already been solved (I can't find it). !
The issue is that one one of my cinematic, the portrait that i create on the screen is not showing the full default portrait of the character.
My other cinematic work fine, not sure why this particular one is messed up with the portraits, but any idea how to fix? They also look like they might be Static when i selected moving ones.
0
Please direct me to another thread if this has already been solved (I can't find it).
The issue is that one one of my cinematic, the portrait that i create on the screen is not showing the full default portrait of the character.
My other cinematic work fine, not sure why this particular one is messed up with the portraits, but any idea how to fix? They also look like they might be Static when i selected moving ones.
0
@joey101d: Go
Thanks :)
0
So I've been looking into using some custom unit textures/models that others have created and posted under the Assets portion of this site, but I'm having an issue with getting the actual textures to work.
When i'm creating a custom unit, say a Dragoon, i create a new model for that unit and assign it the .mp3 file that comes with the zip folder. However when i put it on the map, that .mp3 file is very glowish and doesn't have the attached textures. Where do i assign the .ddf extension files to the model? I've tried creating textures and assigning the .dff files to them, but i don't know how to attach that texture to the model from that point. Any help would be greatly appreciated
V/R Blackarro18
0
Honestly Im not sure how to check this. When i created the map it was a custom map, I have the publishing options set to melee/custom map with the addition of multiplayer data. Should i swich this to an arcade map?
I just want to be able to use the units and doodads from the campaigns, but have the buildings be just the normal multiplayer ones
Also, on a side note since i've already posted here, how do you make periodic energy costs eg cloaking, for some reason mine regenerates energy in cloak.
0
Ok, super odd problem, just published a custom map to try with some friends and the following happened.
Player 1. (zerg) could build all the zerg heroes, units and upgrades in odd places, kind of like the campaign but the lair also let u build scvs and probes.
Player 2. (protoss) let u build these buildings called obvilsks, toss heroes and a a series of "dark Protoss units".
Testing the map did NOT give me this result when launched from the editor, what did I do wrong? and how do i fix it.
and if anyone wants to see the map in progress to see what im talking about, its by RedemptionSC and called Revelation of the Void. Keep in mind triggers and victory conditions/loss conditions are not running perfectly yet.
0
@ImperialGood: Go
Thanks Imp, it works now! :) The logic of your argument makes a lot more sense.
0
@Hockleberry: Go
Hi Hockleberry, are you talking about the condition field? no, there is not, I only have the event, do you need a condition for the event to work? Because changing said event still allowed the action to take place without adding a condition.
0
So this is the Code for the Door opening sequence i'm trying to run, but its not working:
Gate open Events Unit - Eris Kerrigan [225.30, 10.29] Enters Region 003 Local Variables Conditions Actions AI - Suggests order ( Open Gate) to Hybrid - Gate - Thin - Left [60.50, 56.50] using tactical AI logic
Eris Kerrigan is a custom hero that i made, and region 3 is the area right outside the gate. The order command corresponds to the correct gate type, but the gate itself refuses to open when i get my hero in that region. On a side note, Regions that i have tried to use as events in my triggers in the past have also not worked, where other events did indeed work. Is there a trick to making regions work?
Example:Event: Unit enters Region 1, Action: convert aliance to ..whoever. Did NOT work, but changing the event to unit dies and then selecting value made the action work fine.
0
I'm having a problem where the health bars are in a location that covers the body/face of relatively small units eg. nova. Its annoying not being able to see her face, where do i change the offset of the status bars extremely precisely.
0
Thanks, figured it all out from your help. Kudos
0
Hey, im very very very new to map making. Been watching basic tutorials on youtube for the last 10 hours to learn the ropes on this stuff. I've been looking for a way to take a custom hero u make (multiple actually), and provide a window upon map initialization that you can select a hero to spawn into the map with. Not sure if this is a triggered event, but i figure it is. Any idea how maps like Hero-wars or the like accomplish this task?