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    posted a message on [Actors] Tint Broodlings if Broodlord is selected

    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.

    Posted in: Data
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    posted a message on [Actors] Tint Broodlings if Broodlord is selected

    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.

    Posted in: Data
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    posted a message on spear of your doom map

    @ArcaneDurandel: Go

    Thank you! Much appreciated

    Posted in: Project Workplace
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    posted a message on spear of your doom map

    @Alevice: Go

    Which one?

    Posted in: Project Workplace
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    posted a message on spear of your doom map

    @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.

    Posted in: Project Workplace
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    posted a message on spear of your doom map

    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.

    Posted in: Project Workplace
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    posted a message on Validate Terrain Type

    @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.

    Posted in: Data
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    posted a message on Validate Terrain Type

    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

    Posted in: Data
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    posted a message on Multiple Texture Sets

    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

    Posted in: Terrain
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    posted a message on Intercept attack turret turning event

    @Dabbu420: Go

    How did you set up the "TurretRotation" event?

    Posted in: Data
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    posted a message on (Solved) cant select unit in groups

    @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.

    Posted in: Data
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    posted a message on RGB Map to Color

    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 (>.<)

    Posted in: Artist Tavern
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    posted a message on RGB Map to Color

    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.

    Posted in: Artist Tavern
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    posted a message on RGB Map to Color

    Does anyone have a idea how to colorize textures only containing RGB channels.

    Example: I want this image color

    http://www.sc2mapster.com/media/attachments/56/813/explosion_example.png

    to this image.

    http://www.sc2mapster.com/media/attachments/56/812/explosion_example2.png

    I use 3ds Max. Do I have to change alpha layer, diffuse map or something else?

    Posted in: Artist Tavern
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    posted a message on [SOVLED] Sprite Attack direction

    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.

    Embed Removed: https://www.youtube.com/v/PIam_oyvBu4featureyoutube?fs=1
    Posted in: Data
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