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    posted a message on Recolored Effects

    Can anyone recolour the textures for most the missile and impact effects to plain white? I'd like to be able to tint them to the proper color in-game instead of getting a strange offshoot of what they started as

    Posted in: Artist Tavern
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    posted a message on Collision Flags and Movement

    @DrSuperEvil: Go

    Iunno, I tried forcefield, ground, tiny critter, etc. Apparently giving it a ground collision forces it to ground pathing, even tried using the unused etc.

    Posted in: Data
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    posted a message on Collision Flags and Movement

    So I have a unit that moves via the fly mover, though when I put a ground collision flag on it (forcefield) it suddenly collides with cliffs as well, this is insanely infuriating.

    Any way of fixing that? I'm getting insanely frustrated with it, I don't know why the collision flag changes the movement pathing, but I cannot stand it, and it makes so sense.

    RAGE

    anyway, anyone got some ideas? I'm trying to use a dummy unit as a missile, constantly applying force effects to move it, by utilizing in-game movement collision I can get it to bounce off walls and objects without use of triggers, sure it's not perfect but it's pretty good. Now I just need to be able to tell it to collide with X units but not with cliffs, which is apparently impossibru.

    I'd use air pathing but it doesn't really work the same way, it allows two units to occupy the same spot but separate, instead of bounce off each other.

    Posted in: Data
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    posted a message on Missile Redirecting Questions

    @Kueken531: Go

    thas what I was thinkin, though I then tried applying forces to missiles and for some reason couldn't move em, so now I suspect that they are in fact dummy units pretending to be missiles with dummy movers. "units moved via force effects" as you say, or at least using a different throw type than the missiles I was testing with.

    I made a trigger that redirects missiles you have in play to the location of your mouse, when you move said mouse for testing purposes, the missiles would move along the Y plane, but they would not turn toward the mouse on the X plane, I used a couple different missiles/movers for testing with the same result

    So then I figured that the units are moving via behavior that periodically applies a force effect on them toward their current facing, then you can just use basic unit collision to make them not face each other, soooo been working on testing that out

    Posted in: Data
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    posted a message on Missile Redirecting Questions

    Hey gais, couple questions har

    So I keep trying to redirect a missile using the redirect missile effect, but for some reason I can only seem to do it on the Y and Z planes, a missile will not turn :S

    Also, does anyone know of a method to simulate collision and bounces, as seen in Eiviyn's awesome video here:

    I know it can be done via triggers, was wondering if there was a data method, seeing as Eiv commonly uses data, I'm guessing thats what happened thar.

    Posted in: Data
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    posted a message on Death Actors

    @JacktheArcher: Go

    I tried doing your second option, didnt end so well, when I gave it blank values it just defaulted back to it's basics, even if I put dummy models and sounds in there. going to attempt to switch it to the remove death type

    Posted in: Data
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    posted a message on Prevent unit from returning to spot.

    Bumpin this to attempt to find an answer

    Posted in: Miscellaneous Development
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    posted a message on Death Actors

    Hey I want to remove a units death animation all together when it dies to the "timeout" death type

    Instead of having summoned units explode into a shower of gore, I just sort of want them to disappear.

    I can't seem to find a good way of doing this, can anyone help me out?

    I tried changing their timeout death events, but it was no use

    Posted in: Data
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    posted a message on Request: Medieval Tournament Arena

    Hey guys, I'm looking for a circular medieval tent style arena for a tournament

    Or, a simple circular wooden fenced area

    Kinda like the one seen here http://2.bp.blogspot.com/_2o0-SyVcxis/SKyaAnYphTI/AAAAAAAAA0A/QRQtH7S9RuY/s1600-h/100_3718.jpg

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    @Daara87: Go

    Most of the WoW armor and such should have animations and sizes already in to attach to the unit, you shouldn't need to use multiple models to display it. You can also export hair as it's own model too, to swap all that around (the hair model is removed when helmets are equipped etc) In theory, you should be able to export the WoW stuff, remove the unused attach anims for the other races to lower size, then import those to SC2 for just the human models.

    I could be wrong, but I think that's how the armor models work in WoW, I don't think they use separate models per race, but they might.

    Either or, should be able to do it without needing three separate base models.

    Posted in: Art Assets
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    posted a message on [Model Showcase] Warcraft Units

    Decal spots on the units would be greaaat

    Posted in: Artist Tavern
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    posted a message on [Request] Team Color Korhal Flag

    Can anyone make the korhal flag model have the actual flag team-color enabled? I want to texture swap the image to a decal image, so the flag will show the decal with the background as the team color of the flag.

    Profit.

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    Lookin for a copy of the Human male and female models, with textures, and a ridiculous amount of armors and weapons, figure rather than importing way too many different models I'd try to save some space by just using those two, then equipping them with armors and weps as needed. Would also make a great mod file for all those rpg makers out there.

    Posted in: Art Assets
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    posted a message on (Solved) Burrowed Missile Mover

    Hey so I gots a dude who is burrowed, and I gave him a self launch missile effect to be able to move to the target point (I don't want to enable natural movement) and all's fine and dandy, workin great, but when he's done, he can no longer unburrow... I can't seem to find out why that is, any ideas?

    Nevermind, it was the "wait until stopped" apparently using the LM makes the burrowed ability think he's still moving even though he's stopped, not really sure why, but thas whats happening

    Posted in: Data
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    posted a message on -The Thing- [Revival] is looking for Ability creators.

    @Vicboy: Go

    Either or is fine, if you're not comfortable with sharing I'll just add prefixs to everything, just make sure to add everything with the same prefix per ability, might be a little more difficult that way but tis up to you buddy.

    Posted in: Team Recruitment
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