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    posted a message on Galaxy dependencies are broken

    @GhostNova91: Go

    I patched and don't have this problem, your installation might still have been corrupted by the patch somehow, or it's something else entirely.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on creating upgrade which allows to gather minerals/gas faster

    @RealYnsanity: Go

    Check out the "micro-filtering" upgrade that makes gas harvesting faster, you basically have to upgrade the SCV's harvest ability.

    Posted in: Data
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    posted a message on "Tint by race" command card colors

    Is it possible to change these from the default orange/green/blue? I couldn't find anything in Game UI Data.

    Posted in: Data
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    posted a message on Ashes of Freedom (SC1 Reboot)

    @designerdougm: Go

    Good work I think, the map has good atmosphere and the environment looks convincing, especially the colony.

    Here's some stuff I would change a bit:

    - motivational part is cool but I would move the civilians closer to the car and have the car blow up as soon as it takes damage, really startling them

    - make the path to the actuator a bit more obvious, a road/construction sign or something near it would do the trick

    the actuator part could also be optional, making it part of a running theme of 'stick around or just keep going' when you take the miners' option into account, running through as quickly as possible could mean less enemies but less tools for dealing with enemies as well

    - when you're playing the 2nd half of the map you're basically in two modes, following and protecting the APC or exploring/battling in some area that's off the main path while the APC is waiting, it could be a bit more obvious when you're switching from one to the other, like the driver saying he'll wait for you

    There's also a final point which I know you might not like but I feel obligated to say it, you have enough imagination and skill going to make a completely original campaign, the payoff for which is a lot greater, I know the SC1 campaign remake already out there generated a lot of hype but a well done original campaign would go even further, you can even reuse material like this map.

    Good luck with making the rest of the campaign, whichever direction you take it in.

    Posted in: Map Feedback
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    posted a message on Buff that increases Kill Resource
    Quote from yopeasants: Go

    Hai,

    I want to have a buff that can increase the bounty of a unit by 10%. Is there any way to do this? I looked under modification and didn't see anything.

    I think the Set Unit Property trigger action might be the only way.

    Posted in: Data
  • 0

    posted a message on siege/unsiege automatically?

    @strhsxx: Go

    Giving the unit to a "Hostile" player (not "Computer" or "User") will make them do something similar, they siege by default and unsiege when a unit gets too close, looking closer I'm not sure if this is what you need though.

    Posted in: Data
  • 0

    posted a message on Odin can push physics objects in Media Blitz?

    @grenegg: Go

    Just checked and it can do it normally too. I looked more closely and it seems like the debris is being pushed around very precisely by the Odin's legs, meaning this is probably some flag on the Odin's 3d model, not some data effect that is easily replicated, hope I'm wrong.

    Posted in: Data
  • 0

    posted a message on Odin can push physics objects in Media Blitz?

    @silvermage: Go

    That property looks like it's meant for dealing with pushing units which aren't exactly physics objects, by physics objects I mean stuff like the debris rolling down a ramp after a big unit dies, the Odin can 'kick' the pieces around by moving close to them, sending them bouncing off walls and stuff.

    Posted in: Data
  • 0

    posted a message on Odin can push physics objects in Media Blitz?

    How is this done? It doesn't seem to be anything I can find like an actor or actor event or behavior, checked the map too.

    Posted in: Data
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    posted a message on Battlecruiser Plasma Version

    @Oatin: Go

    You can also try finding out what texture is supposed to be there (by opening the .m3 file in notepad maybe) and then create that texture (or copy another texture and give it the right name) and import it into your map/mod so the model will find it.

    Posted in: Artist Tavern
  • 0

    posted a message on Map using multiple mod files as dependency. Crashes SC2.

    @maverck: Go

    Wasn't the dependency limit supposed to be 4? Ofcourse if that's the case, there should be a warning and not a crash, still I'd try setting it to just 4.

    e: huh, pretty old thread

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How do you edit the Tech Tree UI?

    @zorbotron: Go

    bimp

    Posted in: Data
  • 0

    posted a message on How do you edit the Tech Tree UI?

    I can't figure out how you're supposed to change the tech tree that's displayed in the Help menu, all I've found is that units/structures will dissapear from there (leaving a gaping blank space) if a race's workers can't build them, but newly buildable units/structures will not appear, what's up with that?

    Posted in: Data
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    posted a message on 'Custom Portrait' actor message

    I'm afraid I'm gonna have to bump.

    Posted in: Triggers
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    posted a message on Random point only in one region?
    Quote from WiiKing: Go

    Region B can contain the complete region A. If region A is complete in region B, the function should return no point. How can I do this?

    Try and make a function that compares two regions to see if they cover the same space, for rectangular regions that would mean checking all four corners, for circular ones you would check the center and the radius, functions for doing this should already be in the editor.

    Posted in: Triggers
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