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    posted a message on Constructive Criticism for Machinima

    Thanks guys (and / or girls), this information is invaluable for any future creations. This will not really be the kind of thing I do, serious things really ain't my thing but it was a good experiment to get to learn movement etc.

    Don't worry about me being offended, I am not like that, I did ask for criticism so there is absolutely no need for being apologetic.

    I am very thankful for the fact that you took your time to help me out and I will try to think about some of the following:

    -Pacing -The Backgrounds -Think about the models quality -Contrast -etc.

    Once again, much appreciated.

    Posted in: General Chat
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    posted a message on Constructive Criticism for Machinima

    Hey! My name is Alexander and I prowl this site every now and again, I usually call myself Einhärjar or more previous Kazzeroth and I've been working on something Starcraft 2 related for quite some time, a macinima in fact!

    It's hardly nothing super advanced but just some testing ground for future possible videos but as such I figured it'd be a decent idea to try to get some of the wonderful people of the internet to give me some criticism. Now I know some things could be done better such as have a fade out, actually making the video around the track (I meant to splice audio but I figured that this fitted well enough) and so on.

    The future videos would probably be less "try-hard" and serious but I've really learned quite a lot from this project even if I've had to worst working schedule for it ever.

    I'll try to supply a download link for anybody interested but know that it's really wonky in the actual game.

    Anyhow the video is at, as it seems embedding isn't allowed so:

    Posted in: General Chat
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    posted a message on Queue Priority

    @DrSuperEvil: Go

    I would just like to say that I got it to work, I had to figure some stuff out but you pointed me in the right direction. Thanks!

    BTW if you don't mind me asking how would I go about allowing a behavior stay after a morph?

    Posted in: Data
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    posted a message on Queue Priority

    @DrSuperEvil: Go

    Thanks for the response but I have some issues.

    The Stop ability does not seem to cancel out queued units (, upgrades, etc) and how would I add a delay to the first switch (the one that issues the stop ability) so that it'll trigger the next switch ( it basically finds what morph to use for what unit) correctly?

    Thanks in advance.

    Posted in: Data
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    posted a message on Queue Priority

    So I've been working on this map for a really long time and I've come across something that basically destroys the whole concept,

    You see I have this morph ability that "infests" the building (triggered by an effect) BUT it ends up at the end of the unit queue so it waits until the units being trained are done and then morphs. This is not what I want, I want it to stop everything that's being done by the building and just infest.

    Summery; How would I go about making it so that this morph interrupts everything else and ends up first in the queue?

    Posted in: Data
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    posted a message on 1 Year of Starcraft. What Blizz brought to us...

    @RodrigoAlves: Go

    I don't get it why blizz made a good game and a good editor but seem to have the attitude about it.

    Posted in: General Chat
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    posted a message on Custom Tech Lab

    @DrSuperEvil: Go

    Thank you super much, have no clue how I could miss it considering I turned the whole editor upside down. I blame the cold. :P Thanks anyway.

    Posted in: Data
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    posted a message on Custom Tech Lab

    Hey.

    I'm trying to make a custom Tech Lab ( Like the ones attatched to barrack, factories and starports but this one would be only barrack) and it would disable all the old unit constructions but allow abunch of new one, heroes, but I can't seem to find how exacly to go about. I've looked at the tech lab and I can't really find to much out.

    Pl0X Halp!

    Posted in: Data
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    posted a message on Jungle Theme Terrain??

    What Qancakes said and have the trees be abit more randomly placed

    Posted in: Terrain
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    posted a message on Archon not model swapping into Dark Archon

    @cibkc: Go

    I'm not sure but it might be that the archon doesn't have the exact same actor events as the other protoss units. This was the case back when I was working on infested buildings, the bunker didn't have the same events. Check it out, I'm not sure.

    Posted in: Data
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    posted a message on Footprints and Line of Sight
    Quote from DrSuperEvil: Go

    Footptints are cubes. The walking around the building is caused by the volume sphere of the model being affected by the radius.

    This didn't really tell me much on fixing it.

    Posted in: Data
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    posted a message on Footprints and Line of Sight

    @GodsFury: Go

    Keeping the smooth colision but having the buildings block Line of Sight vision.

    Posted in: Data
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    posted a message on Footprints and Line of Sight

    Hello! Today I was working on one of my maps and noticed that when I tried to change a footprint to be blocking Line of Sight but that removed anykind of colision on the footprint and when I painted the footprint with building pathing it worked but it wasn't as exact as before (I.E it had a cube area around itself instead of the colision being the building itself).

    Did I do something wrong or is it bugged and if so is there any workaround(s)?

    Posted in: Data
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    posted a message on orbital calldown

    I'm not quite sure I understand, you want to have a ability based on the MULE calldown but it calls down a building instead?

    Posted in: Data
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    posted a message on [Data, Trigger] Consume Ability
    Quote from DrSuperEvil: Go

    So how does it increase the unit collision?

    No it doesn't but I belive that thats fixable.

    Posted in: Tutorials
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