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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.

     

    Power Matrix (download map)

    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
     
    Quote from Delphinium1987 >>

     

     

    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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    posted a message on SC2mapster Discord

    I know during WoL and HotS time there was plenty of active people and for some reason since LotV the activity lowered a lot. But there were still people last year, now the place is so dead. All of a sudden. If people moved on with their lives, well I am also here to use it for some time after long inactivity. But no one new and I am not sure there are other places who were as active as here years ago. So, if you find enough people for Discord, good.

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

    Day/Night Cycle From Local Time

     

    This system is for campaign maps and used in my missions. It is probably the only way to use your own system time for the lighting in-game. Day/Night isn’t something new, you can have different times based on Elapsed Time events with Blend from one lighting to another. Years ago I felt like making the lighting based on my local time. So, if it is evening, I liked if entering the map, also to be evening. I didn’t know how to do that, since triggers cannot use your Windows system time.

     

    Now you can do that with at least one double-click before starting a map. It requires external utility, otherwise it is quite easy. I also wanted the time to differ based on season (time of the year) but I did not feel like using blending between lights, so you can do that yourself if you wish.

     

    What use does it have?

    It is mostly for offline play, unless you find use to implement it online per player.

     

    Besides using it as a way to play different time of the day based on your time, so it feels more immersive, this is also a proper application of resources I submitted last year. Switching the Skybox model in-game distorted the texture mapping and it did not look well, so I had to use a Doodad of the Skybox to TextureSelectById the Skybox to the day and night version. Now, the day, sunset, night Skyboxes also change along with the light based on your local time of the day. There are 3 Skyboxes for the city, though, the lights are more.

     

    I use them for Korhal, and I know one would say it would not be necessarily behaving like Earth around the Sun. Still, I think the concept of Korhal is that of a planet in the habitable zone with environment similar to that of the Earth.

     

    Features

    • Lights to use based on your local time
    • Different times of changing the light based on a season
    • Opportunity to have a constant light in one place, while the Day/Night changes outside (some lights cover the whole map, only in 3 lights more than one region is used - at Sunset, Dusk and Night you will see the other region)

     

    How to use

    • Copy the EnvironmentOfPlanet action definition and make sure you have a var for the SC2Bank or use the same from the attached map.

     

    • Use the same SC2Bank from the triggers inside this map or use your own SC2Bank to create the section with name Environment (optional name). It is preferable to keep the trigger adding the HHmm part of the substring inside the Key name because the external program can find easily the exact part to print your local time into if there is a unique place within the SC2Bank. This will ensure it will replace exactly this part and won't mess up your SC2Bank.

     

    • Once the triggers are there and the variable and SC2Bank properly connected, also the Skybox Doodad is placed on the map if you want to use it and linked within EnvironmentOfPlanet, you are set. It will create the entry in the SC2Bank.

     

    • For offline play, place RxFind.exe (Regex search and replace tool, you can also get it from the original website) and SyncPlanetTime.bat in the Documents\StarCraft II\Banks folder. For online find the Banks\ folder for your battle net account and place the same files there. All that matters is they need to be in the same folder, unless you want to specify path and edit code.

     

    • Every time before you launch your map double click or start the SyncPlanetTime.bat and it will do the rest for you (setting local time and the map will update the light and the Skybox based on your time.

    Put the DayNight.SC2Bank (example bank), RxFind.exe and SyncPlanetTime.bat  in your Banks\ folder.

     

    DOWNLOAD

    Posted in: Triggers
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