Hi, I am very bad with triggers and I am also just as bad with both, written and video tutorials.... What I need is a dependent mod that has a specific trigger I need... What I need is a button at the right hand corner of the screen that appears only when the player has won and the victory screen has no opened yet... When pressed, any allied faction or player in the map that you are allied with win as well, and all the other players that are NOT allied face a defeat... The button is labeled "Allied win" and is exactly like in the arcade game called "civilization sapphire", both in function and visuals. To win, a player must have 14 auto-vespene gas refineries under control... Once agian, I am horrible with tutorials and I would prefer that any good person willing to help should PM me the dependent Mod with the win trigger...
Anyone knows a good tutorial for fortress gate 45? Or can make one:) I tried to duplicate the gate and change the facing of the gate (just mirrored). But apparantly its a multiform object. So it kinda changes everything. Even the name of the orginal. And second when i finally cleaned out the gate so that its showable in-game. It keeps changing back when i open the gate. Could anyone help me out? Prefer a step by step tutorial but then i know iam asking much.
Can someone help me??? Have a problem with editing model --- I changed protoss photon cannon to my own space turret, I used (space)Ordancetower.m3 model for it ((for death model I took (space)ordancetowerdeath.m3)), when I run the game, it was stuck in ground, so I changed Basic(UI)Offset: +5 after that all just fine, the model, build and places above the ground. but when I kill this unit, the object dies stuck in the ground :( I did not find any UIOffset for a death model....
- help me with this question.how to force death model be at the same level as basic model above the ground???
A while ago I guided someone through this very process. It was structured a bit more like a conversation but I will copy paste (and edit if needed) what I explained then also.
Tutorial on making moving tank tracks with blender
For the intend of this tutorial I will refer to a typical model that uses tracks and as such will have the main editing in the 'Walk' animation, however the principle can be used for many more applications.
Open the model which you want to do the work in. For reference in this tutorial, I will use the NC Cyclone as my example model. 1) first make sure you've got walk animation selected.
2) When done, go to the material that are the tracks. and find all used slots [diffuse, specular, normal] and navigate to "UV offset"
3) Next we'll define the animation shift for the "Walk Animation". The first image below is from the start frame, the second image shows the end frame.
Last words if you would like to have it be less quick, you can adjust the number to a smaller one. from 0 to 1 (or -1) is basically 1 revolution of the texture, if you were to stack each texture in a sequence. and next, if you want to reverse to direction, just use a minus sign if you haven't. Speed is regulated between the length of the animation and frequency, 40 frames in case of the cyclone walk animation. and that in combination with the start and end offset cycle, from 0 --> 5 in case of the cyclone. Ff you were to change the '5' to 2 for instance, the speed of the texture moving during the animation would be 40% of that (as in slower) Image of the movement cycle
Next, I want to learn how to configure a .m3 physics mesh/vertex group. For example, a character's hair, cape, or other hanging accessory. I successfully followed along with this tutorial, now how to make an .m3 version?