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    posted a message on Changing Rock Texture

    aand another way, since the above field may not be on all doodads like asteroids. Add the actor event: 

     

    Actor Creation

    TextureGroupApplyGlobal avernus (not all may have a rock theme like braxis/avernus haven't tested all)

     

    or in the Tileset, (Basic) Texture Prop

    Posted in: Terrain
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    posted a message on [GUI System] LotV League MMR Promotion / Demotion, Day/Night Cycle From Local Time

    Updated with the new patch 4.4.0. I don't know if they got the idea from this thread but it could have nice game mode ideas based on time, so it was good addition.

     

    Updated (August 2018), now blends close to when it is time to switch from one light to another, one more light added and the sky changes for the blending too.

    Posted in: Triggers
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    posted a message on Display the 3D portrait in the screen like Mira & Horner

    What about if you want to make the screen change to a portrait like in the intro of Mira and Han? This is precisely what im trying. You can put the SM - Hyperion Bridge Briefing Main, center, left, right assets to have the screen like that. How do you change Mira's portrait to appear in the screen? It is her Portrait model but is displayed on the screen. Just stand, no talking animation or sound.

     

     

    Is it transmission trigger or what and how does it replace the blank screen?

     

    Edit: It seems to be something like how these vids are made, I don't know if it needs an OGV file.

     

    https://www.sc2mapster.com/forums/resources/trigger-libraries-scripts/176790-library-starmovie-play-a-video-inside-map

    Posted in: Cinematic Creation
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    posted a message on Tint color portrait and impact model

    X  Ive tried adding the actor creation - set tint in the events of a custom CActorPortrait type and adding the portrait model in the Art of that actor, then adding this actor to the Actor Portrait Actor in the Actor tab of the unit actor but the tint still didnt work.

     I will do without this up since I dont need that now

     

    V The impact model actor works now, just duplicated generic impact model and changed it where you said having the tint set on that one.

    Posted in: Data
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    posted a message on How to copy triggers into a mod file?

    I will update the answer how to get triggers working in the Mod for Maps as I recently needed to do that:

     

    Thanks to Rommper on Discord for the screenshots and explaining how it works:

     

    1. Import Library or copy+paste Library or paste/create triggers within the Mod in a New Library.

    Make sure they are not Internal, else, you won't see them listed in the triggers when you open the map that uses the mod.

    2. Create a trigger within your Mod's custom library that runs any trigger you have in that library, can be a harmless or bogus trigger run. (library 1 image)

    3. Create a trigger in every map that will use the mod in which you run the trigger you created in the Mod's library. That should make your library work in game, not having the triggers internal should make them visible in maps. (images library2 and library3)

     

     

    Posted in: Triggers
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    posted a message on Tint color portrait and impact model

    Does anyone know if portrait can be tinted some other color? I tried setting tint from the unit actor as actor creation - set tint and target: ::PortraitGameSelf but that didn't work. Im using the unit's model as portrait, also I have in 'Inherited properties' the tint color. Adding the actor in Portrait Actor that also inherits tint property did not work as well.

     

    Also for Actor > Combat > Impact Map > i want to tint the model for impact, how should this be done? the actor for impact model is  of type impactFx. 

     

    (Few notes: omg this is so dumb I had a case where I divided by 0, so because this was error all my triggers stopped working and I wasted 1 hr checking why single triggers didnt work it was all because this made all triggs not work so removing that division by 0 fixed them)

     

    (Wow there is an actor action Set Rotation YPR Yaw Pitch Roll - when was this added? I wasted yet another hour adjusting a Site Operation, now it can be done with action)

    Posted in: Data
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    posted a message on How can I create this kind of spell?

    I PMed him also I uploaded this spell back to the good ol' mediafire (link is up) where I kept things I used and long lost content created by other users for other games as well.

     

    I renewed one of my submissions also with such link

    https://www.sc2mapster.com/forums/development/triggers/228573-gui-system-lotv-league-mmr-promotion-demotion-day

     

    I would put my two systems as a SC2Mapster Resource (In libraries/systems) as two systems similar to how others uploaded it but im not sure if it fits the criteria, it has GUI system and I did not make libraries out of them. 

    Posted in: Data
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    posted a message on How can I create this kind of spell?

    I wasnt aware, I just noticed some things I uploaded a month or two ago with .sc2map did not work as a link but my zip still works. Now new zip files also are not accepted.

    Posted in: Data
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    posted a message on How can I create this kind of spell?

    Thanks to fanminger from discord, I have it. I will up it here since lots of the abilities linked from youtube to mapster are no more.

     

    Link Removed: http://www.mediafire.com/file/pd7drnymaa1b5ed/SpellContestEntry_Updated.SC2Map

    Posted in: Data
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    posted a message on How can I create this kind of spell?

     

    I would need a step by step way or if anyone knows how to create  it quickly, would be great; Triggers are also allowed but I'm not sure what is needed.

    Posted in: Data
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    posted a message on [Showcase] NanaKey&Delphinium's Models
     

     

     

    Good mechanics of a balloon

    Your effects are not only good but funny! xD

     

    Posted in: Artist Tavern
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    posted a message on Goodbye guys

    The heck happened with this place? Since the movement to new finally proper forum, all links disappeared and got broken, many things got deleted and people suddenly are reduced to 1-2 active posters? These changes finished this forum off, not the game. 

    Posted in: General Chat
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    posted a message on (Done) Text or Label above unit in the Editor

    Would it be seen in the editor? With timer expired or actor creation event? If it can do it, im not sure how. Also I dont see my custom text actor in the list of actors when using 'Create'.

     

    Edit": Uff seems I based on Text, I saw this map and post and with the custom actor CActorText and it lists. And that actor there can be used with the timer to see in the editor as well. thx though - so Displaying Text in editor is solved

     

    A side question: Do you know what Term I can use in actor event so when I create the same Text Actor from Different Units, I can just use a Term to Set text based On Condition which unit it is, so that I dont have to paste a separate text Actor created for every unit ?

     

    I'm trying to make an actor event in the text actor:

    - Actor Creation

    - Term I need (If Source Actor is ... )

    Set Text to NameA (that changes the text of the Text actor)

     

    - Actor Creation

    - Term I need (If Source Actor is ... Unit B actor)

    Set Text to NameB

     

    Edit 2 - The term 'Ref Exists' and select the actor of the unit seems to distinguish which Unit Actor this Text was created from when the unit actors create the text actor ofc. DONE

    Posted in: Data
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    posted a message on (Done) Text or Label above unit in the Editor

    Is there a way (actor event or other) that can display text label above a unit ? But I need it to display in the editor not just ingame, so triggers not. I want the name of the unit to be seen above the unit placed on the map.

    Posted in: Data
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    posted a message on An accurate Starmap of Koprulu Sector anywhere?

     

    I was planning to map them and make them 2D as seen from above like in the original post, if there would be time for it.

    Posted in: General Chat
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