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    posted a message on Teleporters

    Does the first trigger run?

    Try adding a "send message" action to ensure.

    Maybe the created unit doesn't have the behavior while it's building.

    Posted in: Triggers
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    posted a message on Enabel structure placement grid

    I think that what you're looking for is the option "show placement grid (ctrl+shift+H)". It's under the view tab in the terrain editor.

    Posted in: Melee Development
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    posted a message on Unload ONE unit from Bunker

    If you don't have issues "hybridizing" your ability, the trigger action "set target passenger" can be used to redirect an order to an unit.

    I'm attaching an example, where I create 2 marines and a marauder as cargo inside a bunker, and uload only the marauders.

    BTW, the trigger won't work if you don't save the order as a variable, since there's where the target passenger is stored.

    EDIT: I forgot to add that to make this work, the transport ability has to have a button for the "unload unit" command, and that's the one that has to be used in the issue order action.

    Posted in: Triggers
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    posted a message on Highlighted units behind another

    The actors have two model flags called "Outline Emitter" and "Outline Occluder", that control the existence of the silhouettes. Check the Actors tab in the data editor.

    Posted in: Data
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    posted a message on Text crawl race

    You can override the .swf file used by the lotv function. It won't work perfectly, but with a custom function it could be easily fixed.

    Posted in: Triggers
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    posted a message on [help] Ultralisk double armour

    How about giving it a behavior (with the upgrade as requirement) that doubles the armor?

    Posted in: Data
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    posted a message on Texture Flickering nonsense

    I believe that Herdal8 uses 3dmax. That means that the model shouldn't bring you any issues. It's not needed to run the batch over it.

    Posted in: General Chat
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    posted a message on Units silhouettes in cinematics

    The actors have two model flags called "Outline Emitter" and "Outline Occluder", that control the existence of the silhouettes.

    There are two actor messages: "Actor flags clear" and "Actor flags set", to disable and enable them respectively.

    You just need a trigger to send those actor messages to the outlined units before and after the cinematics.

    Posted in: Cinematic Creation
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    posted a message on Texture Flickering nonsense

    The batch should finish in a couple of minutes since it has to be run only once to convert all the models.

    Still, I'm aware that it doesn't work perfectly in every pc, and in some cases the manual variant has to be used.

    Posted in: General Chat
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    posted a message on Texture Flickering nonsense

    Use my hotfix over your custom models

    Posted in: General Chat
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    posted a message on Some cliff problems

    The cliff gaps are filled with the doodads called "[...] cliff gap filler".

    I don't get the second issue... the cliff type shouldn´t have any influence over the terrain height. If the ground is at the same cliff level and the ground height wasn´t altered, both sides should be leveled.

    Posted in: Terrain
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    posted a message on Umojan Cell footprint problem

    The model has a rigid body. It has to be edited to stop being walkable

    Posted in: Terrain
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    posted a message on [Model, Blender] Retexturing Models with Blender

    @alleyviper85: Go

    println already has made a couple of tutorials for his tool, and it's completely documented in github. He was offering to give further and personalized help for anyone interested.

    Blaming him for not sharing even knowing that he has programmed, documented and maintained for free one of the most (if not the most) useful and complex modeling tools for sc2 during the last 3 years is unfortunate.

    Posted in: Tutorials
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    posted a message on Hybrid Collaboration Campaign

    I can give a try to a mission, but I don't promise anything.

    Posted in: Project Workplace
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    posted a message on [Blender] How to make particle systems

    Necrobumping for blender users.

    The second video saved me a lot of time when editing models. I didn't know that I could reload a model in the cutsene editor with 3 clicks...

    Posted in: Tutorials
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