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    posted a message on [MAP] "Star Lightbikes" Video Added

    I'm having trouble finding the map. Are there any filters I can apply to find it more easily?

    Posted in: Project Workplace
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    posted a message on Patrol around a point or region

    Is there a method to have a unit patrol around a certain point or region at a certain distance away from said point/region?

    What I am trying to do is make a wisp wheel like in Warcraft III. I know the SC2 map PartyCraft does exactly what I want, but I wasn't able to get a response from the creator as to how he did it. Any method to do this would be great.

    Posted in: Triggers
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    posted a message on Environment - Modify Creep, and Play Animation

    @RAWB3RRY: Go Double post...

    Posted in: Triggers
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    posted a message on Environment - Modify Creep, and Play Animation

    @RAWB3RRY: Go

    Shameless bump!

    Posted in: Triggers
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    posted a message on Environment - Modify Creep, and Play Animation

    @roguelike: Go Thanks for the feedback man.

    Good call on the creep, that's working now. I can't seem to find much on the death animation however

    Posted in: Triggers
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    posted a message on Environment - Modify Creep, and Play Animation

    I can't seem to get either of these to work

    Here's what I have to spawn the creep.

        Events
            Game - Map initialization
        Local Variables
            Bounders = (Empty player group) <Player Group>
        Conditions
        Actions
            Environment - Add Permanent creep at (Center of (Playable map area)), with radius 524288.0
    

    Yes, I would like to cover the entire map in creep without using generators.

    And here's what I have that is supposed to play a unit's death animation.

            Unit Group - Pick each unit in (Zergling units in Splode_pnt owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Animation - Play Death animation for (Actor for (Picked unit)) as Default, using No Options options and Default Time blend time
                    Camera - Pan the camera for player (Owner of (Picked unit)) to ((Center of Spawn_Point) offset by (0.0, 0.0)) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                    Unit - Move (Picked unit) instantly to (Center of Spawn_Point) (No Blend)
                    Unit - Order (Picked unit) to ( Hold Position) (Replace Existing Orders)
    

    Thanks for any help anyone can offer, I would really like to get this working!

    Posted in: Triggers
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    posted a message on [Galaxy] A Guide to Galaxy - Parts 1 and 2

    Excellent work. Reading this feels as good as the first time I opened my C Plus Plus (PlusPlus symbols do this.) bible and began to read. Very impressive to say the least, keep it up!

    Posted in: Tutorials
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    posted a message on Help show your disapproval of SC2 UMS Mapping
    Quote from Kanaru: Go

    I am pretty sure Blizzard is already working on changing things for custom games. They said this during beta, and they also said that it would probably be in a major patch following launch.

    Constructive feedback is never a bad thing, and giving ideas before they unveil what they've already done or will do would be helpful of course, but I don't what most people are posting is constructive at all. I made a post here with my ideas.

    Blizzard hasn't even acknowledged that there is a problem as far as I know.

    Quote from SCMapper: Go

    http://us.battle.net/sc2/en/forum/topic/248107291

    My post is #26

    Awesome, thanks for this. I hadn't seen it yet.

    Posted in: General Chat
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    posted a message on Help show your disapproval of SC2 UMS Mapping
    Quote from Fellius: Go

    Nice job, man. Hopefully somebody will really take notice.

    On a side note, I seriously doubt any game sites will take up the cause as lots are running full page SC2 ads.

    Meh, it's worth a shot. Thanks for your support. :)

    Posted in: General Chat
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    posted a message on Help show your disapproval of SC2 UMS Mapping

    I've been working tirelessly the past few days trying to get people to notice that there are some major issues with Starcraft 2 custom mapping. I've written countless posts across numerous threads and forums, my thread I made on the Battle.net forums was mysteriously deleted, as I found out this morning. I wrote a detailed e-mail to Kotaku earlier today, asking them to cover the matter at hand on their blog. And I made a reddit post a few days which has gotten a decent amount of recognition. (More than I expected at least) You guys can check that out here. Feel free to comment or whatever, do what you can to get it noticed. And feel free to up vote if you have an account. :)

    I know some of you guys are probably sick of hearing about this, but the fact is, the majority of people who don't make maps don't know about these issues, and fail to recognize that it will effect them quite negatively if the issues aren't addressed. All I'm asking is that you guys show your support in whatever way possible.

    If you still don't know about the issues, this team liquid post covers them nicely. And here is one on the Battle.net forums.

    Posted in: General Chat
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    posted a message on Edit Death Animation

    @RAWB3RRY: Go

    Well, I figured out how to make the SCV's death animation "Terran Small Unit Death" simply by selectin the SCV Unit in the data editor, and then under models select SCV Death, and then to the right scroll down until you see the word "Model" with a model directory underneath. From there you can browse for other animations which are in the SC2 editor.

    However, my original question stills stands, can you edit animations like that in the data editor? Or would I need to do it using other software?

    Posted in: Miscellaneous Development
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    posted a message on Edit Death Animation

    Is it possible to edit death animations of a unit? I want to remove all of the debris which fall and scatter when an SCV dies, I don't want them there at all. can I do this? Or for that matter, I would just like the "Terran Small Unit Death" animation to play when the SCV dies, which should be possible right?

    Posted in: Miscellaneous Development
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    posted a message on Death Animation

    I'm going to list what I have most recently tried yet failed to work.

    I use functions for my bound, to make the entire process easier, here they are.

    Respawn
        Options: Action
        Return Type: (None)
        Parameters
            Spawn_Point = No Region <Region>
        Grammar Text: Respawn(Spawn_Point)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
          **Actor - Kill actor model (Last created actor)**
            Camera - Pan the camera for player (Owner of (Picked unit)) to ((Center of Spawn_Point) offset by (0.0, 0.0)) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
            Unit - Move (Picked unit) instantly to (Center of Spawn_Point) (No Blend)
            Unit - Order (Picked unit) to ( Hold Position) (Replace Existing Orders)
    
    Protoss_Explosion
        Options: Action
        Return Type: (None)
        Parameters
            Size <Explosion Size>
            Splode_pnt = No Region <Region>
            Spawn_Point = No Region <Region>
        Grammar Text: Protoss_Explosion(Size, Splode_pnt, Spawn_Point)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            Environment - Create a Size Protoss explosion at (Center of Splode_pnt)
            Unit Group - Pick each unit in (Any units in Splode_pnt owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                  **Actor - Create actor Zergling Death at point (Position of (Picked unit))**
                    Respawn(Spawn_Point)
    

    I have 3 functions for each of three race environment explosions. I won't list them because they are identical aside from the fact that the explosion type is different.

    I have put bold tags around the lines which I recently added in the functions to try and get my desired effect.

    I just put the Respawn function withing the (Race)_Explosion function, and everything works aside from the fact that the death animation still refuses to play.

    Posted in: Miscellaneous Development
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    posted a message on Death Animation

    @RileyStarcraft: Go

    I couldn't find the BSD Animation, or for that matter a field that I could change to "Ignore Death Ignore". Everything up to that point I think I found successfully. Sorry this is my first time working with Actors and the Data Editor, bare with me. :)

    Thanks.

    EDIT: I may have found what you are referring to, but I'm not sure that I did it right. Pic related. http://i30.tinypic.com/33dzfxw.jpg

    Posted in: Miscellaneous Development
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    posted a message on Death Animation

    @RileyStarcraft: Go

    Could I do something like "Create Zergling_Death actor at position of picked unit" and then kill model, or play death animation of last created actor? Or something along those lines?

    Posted in: Miscellaneous Development
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