Thanks, that worked! I have not read about query actors before. Problem is, if the Broodlord gets in range of another unselected one, its broodlings get highlighted too.
So I think I'll go another way:
1. I'll add a conjoined behavior to broodlord and broodlings,
2. make the broodlings selectable,
3. hide the selection circles of the broodlings with a z-offset of 100 and
4. add the messages from my first post to all units (StatusOn.*.Selected; HaloStart and StatusOff.*.Selected; HaloStop)
Ugly side effect is, that now you see the move order commands of the broodlings.
I can´'t get this to work, correctly. I want to highlight the Broodlings of a BroodLord, only if it is selected.
What I did is add "StatusOn.*.Selected" which sends "Signal.*.BroodLordSelected"in the Broodlord actor. I cant catch the signal in the Broodling actor. I tried "Signal.*.BroodLordSelected" and add SetTintColor.
I am looking for the spear of your doom mutator map. I desperately need some of the triggers used in that map. I already found the mod file, but unfortunately it does not contain any trigger data.
I want to know how Blizzard handeled the capture a point on the map problem within the trigger editor.
Now, with multiple texture sets allowed in one map: How is it possible to validate the terrain type a unit is positioned on?
I have tried creating a buff witch periodically runs a switch, that uses a terrain validator in the cases field
But it does not work correctly
I created three different Terrain Types in data editor (jungle, urban, desrert) and it was no problem adding them under Map Texture Sets
Here´s the problem. The terrain editor tool doesn´t let me add more textures to my map with the terrain editing tool. As soon as I change the current texture set large numbers (only number one) pop up on the terrain.
EDIT: Found it!
There is a texture set button I didn´t notice
Check if your unit model has a HitTestTight. To do so, open your model in the cutscene editor click >> Render >> Show Geometry >> Hit Test >> Tight. Now something like a sphere, capsule or box should appear.
Every SC2 model has both a HitTestTight for drag selecting groups of units and a HitTestFuzzy for selecting single units.
Ok, I solved the problem, by creating four differnet turrets (north, east, south and west) for my unit. Applied the according weapon to it and set the actor events properly.
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Thanks, that worked! I have not read about query actors before. Problem is, if the Broodlord gets in range of another unselected one, its broodlings get highlighted too.
So I think I'll go another way:
1. I'll add a conjoined behavior to broodlord and broodlings,
2. make the broodlings selectable,
3. hide the selection circles of the broodlings with a z-offset of 100 and
4. add the messages from my first post to all units (StatusOn.*.Selected; HaloStart and StatusOff.*.Selected; HaloStop)
Ugly side effect is, that now you see the move order commands of the broodlings.
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I can´'t get this to work, correctly. I want to highlight the Broodlings of a BroodLord, only if it is selected.
What I did is add "StatusOn.*.Selected" which sends "Signal.*.BroodLordSelected"in the Broodlord actor. I cant catch the signal in the Broodling actor. I tried "Signal.*.BroodLordSelected" and add SetTintColor.
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@ArcaneDurandel: Go
Thank you! Much appreciated
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@Alevice: Go
Which one?
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@MaskedImposter: Go
The king of the hill system the map uses.
I already found useful koh maps on mapster. The mutator map would still be nice to have as reference, though.
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Hi guys,
I am looking for the spear of your doom mutator map. I desperately need some of the triggers used in that map. I already found the mod file, but unfortunately it does not contain any trigger data.
I want to know how Blizzard handeled the capture a point on the map problem within the trigger editor.
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@DrSuperEvil: Go
Thanks! I´ll try that. Another way I thought of, would be to go with triggers and use the texture at point function.
I wonder if the terrain validator is supposed to work that way or if it´s just broken.
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Greetings!
Now, with multiple texture sets allowed in one map: How is it possible to validate the terrain type a unit is positioned on? I have tried creating a buff witch periodically runs a switch, that uses a terrain validator in the cases field But it does not work correctly
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Hello fellow mapsters!
I created three different Terrain Types in data editor (jungle, urban, desrert) and it was no problem adding them under Map Texture Sets Here´s the problem. The terrain editor tool doesn´t let me add more textures to my map with the terrain editing tool. As soon as I change the current texture set large numbers (only number one) pop up on the terrain.
EDIT: Found it! There is a texture set button I didn´t notice
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@Dabbu420: Go
How did you set up the "TurretRotation" event?
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@dick58: Go
Check if your unit model has a HitTestTight. To do so, open your model in the cutscene editor click >> Render >> Show Geometry >> Hit Test >> Tight. Now something like a sphere, capsule or box should appear.
Every SC2 model has both a HitTestTight for drag selecting groups of units and a HitTestFuzzy for selecting single units.
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You´re right. The programm I use to extract the images from starcraft needed the right palette to tint the images in the appropriate color.
Heres the image, when you use the correct palette It was a protoss building explosion btw (>.<)
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Yes, using Art Tools. Thanks for the tips, I´ll play with some settings.
Problem is, that I am a bloody noob with image editing. I will search for some guides on this topic.
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Does anyone have a idea how to colorize textures only containing RGB channels.
Example: I want this image color
to this image.
I use 3ds Max. Do I have to change alpha layer, diffuse map or something else?
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Ok, I solved the problem, by creating four differnet turrets (north, east, south and west) for my unit. Applied the according weapon to it and set the actor events properly.