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    posted a message on Mengsk's "Better Marine" speech audio file

    Hi guys. I'm trying to get my hands on Mengsk's "Better Marine" speech audio file. You know, "how well do you really know yourself..." Now I located the file in the Data Editor (BetterMarineArcturus), but for some reason I can't preview it in the Data Editor. Anyone know how I can get my hands on this audio? It would be a really cool voiceover for my Tychus ending.

    Posted in: Data
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    posted a message on Tychus' Ending Clip

    Hi guys. I'm working on a map titled Koprulu Mercs, and I put together an ending for Tychus. He's one of the heroes. In case you're interested in watching it, here it is.

    Embed Removed: https://www.youtube.com/v/dJ6oKQqKn84featureyoutube_gdata?fs=1
    Posted in: General Chat
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    posted a message on Making special effects fade in

    Awesome! Thanks again, Kueken and BorgDragon!

    Posted in: Data
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    posted a message on [Misc] Codec System (Dialogs)

    I just watched the video, and I think this is awesome! I might use your tutorial if I ever do a campaign style map. Thanks for sharing this!

    Posted in: Tutorials
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    posted a message on Making special effects fade in

    Hi guys. I want the Protoss Summoning model to fade in when an ability is cast. I modified the Protoss Summoning actor so that the model would be created and played when an ability is cast. But the model just pops up when the ability is cast. I want the model to fade in from being 100% transparent to 0% transparent. Anyone know how to do that (preferably with the Data Editor)?

    Posted in: Data
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    posted a message on Play special effect on unit creation

    @Cbasz95: Go

    It worked! Thanks Cbasz95!

    Posted in: Data
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    posted a message on Play special effect on unit creation

    Hi guys. I would like the Zeratul Blink Out model/animation and the Zeratul_Blink sound to play over a Shadow Clone (unit) when the unit is created. How can I do that?

    Posted in: Data
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    posted a message on Preserver colors

    I could be wrong, but I think the only way to do this is to create a different texture for the Preserver model. I can't think of any other way. I'm certain this can be done, though. I've seen videos of Zeratul models with red or white capes (the normal cape color is purple).

    Posted in: Data
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    posted a message on Reverse MercAirDrop

    @DrSuperEvil: Go

    That's great advice! Thanks for sharing it! Knowing myself, I would have just started with the "air drop" actors and struggled. I'll try that. I think it's gonna take me a while though. I usually don't like struggling for long periods of time with one ability. It's bad for my morale. I'll PM you the results.

    Posted in: Data
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    posted a message on Reverse MercAirDrop

    @DrSuperEvil: Go

    Awesome! Thanks for the help... again. This won't be easy 'cause MercAirDrop has a couple of effects and actors... I'll see what I can do over the next few days and post here.

    Posted in: Data
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    posted a message on Reverse MercAirDrop

    Hi guys! So I'm using the MercAirDrop effect in my Calldown The Hyperion ability. This effect makes the Hyperion drop down from space using the same thinga-magigees as mercenary air troops during the terran campaign. Now I want my Hyperion to do the MercAirDrop, but in reverse. I.e., I want it to float upwards off of the screen and then disappear (after a timer that I've already set up expires). I have no idea how to do that. Any suggestions?

    Posted in: Data
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    posted a message on Making ability not interrupt actions

    @DrSuperEvil: Go

    That sounds like something I can do. I'll give it a try tonight and post here.

    Changed my mind. I'm gonna take a break from this ability. It's frustrating me. I'll work on it another time. Thanks for your help DrSuperEvil.

    Posted in: Data
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    posted a message on Making ability not interrupt actions

    @TheAlmaity: Go

    Almaity, I decided to just go with the ability as it is. Your technique seems to be a bit above my skill level. Thanks for your help though. I do appreciate your help.

    Posted in: Data
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    posted a message on Small Neural Parasite problem

    @aczchef: Go

    No problem. Here it is. Thanks!

    By the way, the name of the unit is Befouler and the name of the ability is Befouler - Neural Parasite. Thanks.

    Posted in: Data
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    posted a message on Small Neural Parasite problem

    Hi guys. I'm hoping you can help with this problem. I duplicated the Neural Parasite ability and gave it to my Befouler (an Infestor that uses a Fatty model). Then I modified the Neural Parasite Range and Neural Parasite Tentacle actors' Events - Events + field to reflect the fact that the duplicated ability also uses these actors. The ability works fine except for one small problem. When the timer is up, the Befouler doesn't stop channeling the ability. He remains unmoveable with his mouth open (the channeling animation) and the tentacle remains attached to the parasited unit. The formerly parasited unit is now no longer controllable and there's no parasite model above its head (which is good). But I'd like for my infestor to automatically stop channeling the ability and become moveable when the timer is up. That's what happens when the parasited unit is killed (that works right too). Any ideas?

    Posted in: Data
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