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    posted a message on Physics "Push"

    Of course there is rotation speed when you apply the Force to the center. The Instant centre of rotation is on the bottom of the sphere where the sphere touches the ground

    And I think it would be better to apply momentum than force. If you have a Force it's important how long it is applied because it just accellerates the object. So it would be the same as appling momentum for a certain amount of time.

    Posted in: Galaxy Scripting
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    posted a message on [Editor] How to use Sections

    Note: This is my first Tutorial I've written, so I'll be glad if some one tells me what to improve. I haven't used English very much since I went to Uni. It would be great if someone proofreads it

    How to use Sections

    When you looked into a map made by blizzard you may have noticed a new menu appearing labeled with "Section". But I think most people don't know what they are used for. In this Tutorial I'll be explaining what sections are and what they do or what you can do with them.

    Best way to understand something is learning by doing, so I won't begin with explaining what sections do. Instead I'll write how you use them. In the end it should be clear what sections do.

    Creating a Section

    To create a section open the Overview Manager (F12). You should be able to find a field labeled with Sections. Right-click it and select "Add section ..." (Ctrl + =). Now you will have to give it a name. There also is a browse field which is optional, it's important when you use the "Merge All Sections" command in the sections menu, which will be explained later on.

    Now you have a new section in you map and also the section menu in your menu bar.

    When you place units they will be placed in the active section, which can be changed in the new section menu, by clicking the the name of the section you want to work in.

    If you have placed an object in the wrong section or just want to change the sections the object is assigned to, you can change it in the objects properties (double click the object) in the "General"-tab

    Merging Sections

    Now comes the interesting part: With sections you have the ability to merge two sections of the same name on two different maps. By doing this the section of the map you are working on is replaced with the corresponding section on the map you selected for merging.

    For demonstration purposes I have created two maps: The first one has some terrain texures added to it and an Immortal placed in the section called "new_section". The other map has some basic terrain, doodads, units, a point, a region, and a camera and a trigger placed in the section which is also called "new_section". Both maps need to have the same depedencies, or else in won't work

    Now I want the stuff placed in "new_section" in my second map to be in my first map. So I set "new_section" as my active section and go to "Section -> Merge Active Section". The editor will now open a browser window, in which you have to select the second map. (In my case it's tutorial_section01.SC2Map)

    When everything was ok with both maps and sections, a report will show, telling you what was added and what was removed. As you can see the terrain of the map stayed the same, but now the objects of the second map which were in "new_section" are placed on it.

    Only Objects of the section you are merging are affected by the merging process. If the immortal was in an other section, it wouldn't have been removed. Same goes for the stuff in the second map. Merging only works for Triggers, Units, Doodads, Regions, Points and Cameras (I think this is everything), but not for Data and Terrain. Keep that in mind when you want to merge maps.

    There also is the command "Merge All Sections". This opens a new window showing the sections of your map. For using this you need to have a map file assigned to a section in the overview manager.

    Merge All Sections ...

    The list will be showing your sections, their status and if they should be merged. You can choose between "Yes" or "No" by double clicking the list entry. If a section has no map specified, it will just be ignored. When you click OK the merging process will be started. The result will be the same as with "Merge Active Section", except that you can merge multiple sections at once.

    What is good for?

    Sections would come handy when working in a team. If for example one team member is working on the Triggers and the other on the terrain, they could work on seperate maps and just merge them from time to time. In this case the terrain map should be the main map, since terrain won't be affected. Sadly Data and Terrain cannot be merged. That means you'd have to go with copy and paste in that case. (there is a directory for that in the map, when you open it with a mdl editor or save it as *.SC2Componentlist, so it will just take a minute)

    Posted in: Tutorials
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    posted a message on Need help with Dependency

    @DarkForce9999: Go

    Before patch 1.1 it worked when you saved the mod as *.SC2Componentlist (this creates a directory for your mod, containing all the files of the mpq) and put the files into a directory called "base.SC2Assets".

    But patch 1.1 broke something, so now maps can't load mods, which are saved as *.SC2Componentlist. Untill they fix this it's not possible

    Posted in: Data
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    posted a message on Third Person Camera

    There should be a field called Zoom Levels. I deleted everything and created one Zoom Level in there. This new zoom level has every modification disabled. (I think it will be right at default, when you create a new zoom level)

    Posted in: Miscellaneous Development
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    posted a message on Third Person Camera

    @NezgalMB: Go

    You need to edit the camera in the Data Editor. Just edit the values of the Default Game Camera and you can prevent it from smoothing while autofollowing a unit and you can also create and delete zoom states. It's also a good and effective way to prevent the camera to have settings that you don't want to have, because you can define min and max values for some camera fields

    Posted in: Miscellaneous Development
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    posted a message on Models most people probably won't notice/pay attention too
    Quote from Forge_User_36010895: Go

    They have their standing still animation however, so they work well for questgivers and such and such or just guys standing in the background

    The animations of the models are stored in the .m3a files. So you need to load animations for a model via Trigger before you can use them.

    Sadly the models are too high poly to use them in a normal game. But I'm hoping for some kickass cinematics.

    Posted in: General Chat
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    posted a message on [Trigger] 3rd Person Movement

    As far as I narrowed it down, the function stops working when X or Y of the camera target's position become higher than 55 on my test map. So my shooter systems just worked properly in a small area of the map (X=[0,55], Y=[0,55])

    Posted in: Tutorials
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