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    posted a message on Removing near-resources building restriction?

    Change buildings footprint. Go to it's pathing and pathing-placement footprint, find "Placement Check" Layer and uncheck "Near Resources" flag.

    Posted in: Miscellaneous Development
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    posted a message on What would be a good way to do this?

    Motherships recall looks cool even on terran units.

    Posted in: Miscellaneous Development
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    posted a message on [Feedback] Xel'naga Relics

    Bump!

    So, what happened to this project? Like some have said, it has potential .. to be awesome. It would be a real pity if this got abandoned, there are still bugs to be fixed, terrain to be given some idea and gameplay to be polished.

    Posted in: Project Workplace
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    posted a message on a question

    Dear community, I'm in a process of planning/making map and I would like to know how hard it is to:

    1)add "throw grenade" animation to Raynor sniper model;

    2)add "dark" textures for protoss units which don't have their "dark" version.

    I want to know these two things so that if I manage to finish my map I would know if I could hope that someone would do these things for me or if I have to enter the magical world of graphic related things myself.

    Posted in: Artist Tavern
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    posted a message on Modifying Grenade item trouble

    @PSGMud: Go

    Can you tell me how to link needed actor splat to an item?

    Posted in: Data
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    posted a message on Requirement on ability charges

    I want to make requirement for item which would be "Can use if number of charges in ability XXX is less than 10", but so far didn't have any luck figuring out how to do it.

    Any help is greatly appreciated.

    Posted in: Data
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    posted a message on [Feedback] Xel'naga Relics

    Bug report: Played newest vers, was reclaiming small artifact when got 2 mutalisk quest. Killed one mutalisk, then second came and after that 3rd(one of mutas was a wave spawn?) after I killed second mutalisk I got quest failed and soon after 3rd muta got removed.

    In overlord drop quest I stunned overlord with Void Prison-like spell(lvl 2), after overlord got out of it he started to spawn creep but didn't unload troops. After capturing him second time got quest done.

    Also, mobeus foundation outpost = Dark Templar shrine + DT?

    And abit of feedback: without minimap ping it's sometimes hard to find where your high-level quest target is located. Especially since almost always it's on the other side of the map. About selection menu, perhaps add a dialog timer which would indicate how much time is left? and a little note which would tell player to hurry up or his choice would be made for him?

    Hope I'm not being too annoying :P

    Posted in: Project Workplace
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    posted a message on Cooldown added to weapon makes the image flick

    It seems that small heroic weapon icons are bugged =[

    Perhaps you could add cooldown display by using dialogs? like if player have Nova selected and she's on cooldown then transparent line is blocking weapon image (line decreases over time to graphically show cooldown). Or something like that.. (because I honestly don't have any experience with dialogs yet).

    Posted in: Data
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    posted a message on [Feedback] Xel'naga Relics

    They are a well known faces and people will probably call them by their storymode names or by player colors, but the problem is that Zeratul without his huge health, one shot kill damage and extremely powerful storymode spells isn't a true Zeratul, which creates a little dissapointment feeling since instead of a hero we get an allmost-regular-stats-unit.

    Also, a bug happened to me. My second quest was "survive reapers" and I failed, after that an invincible reaper met me at my respawn point. Had to run away from him every time I respawned.

    Posted in: Project Workplace
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    posted a message on [Feedback] Xel'naga Relics

    Hi, just an idea, since Novas attack cooldown is pretty long, perhaps you could show it on weapons icon? Just like Siege tanks (Siege Mode) weapon. Would make it easier to micro.

    Also played a few multiplayer games of your map today and didn't find fending off "all zergling" waves that hard (I was Nova/Zeratul), just had to run around/micro a bit (and perhaps summon mercs).

    And, perhaps it's just me, but I dislike seeing old familiar names in this new environment, it feels just like they don't belong, maybe give characters new names/bio? But that's more like a storyline thingy and as you said most texts are placeholders.

    Posted in: Project Workplace
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    posted a message on Item/Ability Charges

    Shameless bump.

    Posted in: Miscellaneous Development
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    posted a message on Building Placement only on visible terrain

    Hi, go to unit tab, find pylon, find this field: "Pathing Footprint - Placement" (for pylon it'll be "Footprint 2x2"). In this footprint go to "Layers+", select layer "Placement Check", choose "Set One" -> "Define Set" and check "Fogged" flag. You'll have to modify placement footprint for every building. Hope it helped.

    Posted in: Miscellaneous Development
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    posted a message on Item/Ability Charges

    How do I modify item charges? The global idea is: unit picks item, item have 5 charges and it grants unit ability, each time ability is used one charge from item is subtracted, and when all charges used item destroys itself. I'm really at loss in here =[.

    Posted in: Miscellaneous Development
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    posted a message on Building on Bridges

    I want to be able place Auto-turret on Mar Sara Vertical Bridge. I've removed "No Build" flag from "Placement Apply" from bridges footprint but it seems that it wasn't the cause. Please help!

    Posted in: Data
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    posted a message on Modifying Grenade item trouble

    @Hoplite141: Go Thanks for the reply.

    I did use data. The thing is that spells have "cursor effect" field while items don't. And that's what causing my problem.

    So far I think I'll need to redo my ideas to fit what to what map editor can do.(It can do anything.. but I won't be creating custom inventory because normal inventory/items can't handle what I need). I'll probably have to use dummy items that will grant ability charges for spells(That will be used through command card), but that will make me unable to use spells directly from inventory. Still looking for possible solutions.

    Posted in: Data
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