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    posted a message on Death Time, Actor Msg to specific Doodads in range

    Do you mean Actor - Send message "AnimSetPausedAll" to actor (for unit (triggering unit) when a unit dies?

    Because the actor doesnt freeze and just decays and perishes. I did the same with actor events for an item which stand animation is supposed to freeze and it works but maybe again when the unit dies the actor is not there anymore.

    Also I would like to make some system for the doodads (buildings as well). The least I can do is when a unit approaches a building the building to do a ModelSwap to some model where it is destroyed (e.g Korhal building). I dont see any triggers that allow to do ModelSwap in range or region of a doodad/actor or actor event, there are no conditions to detect if there is an actor or doodad of certain type I think. I want to make it so that when a unit comes close or is contained in a region that has this doodad type, I send actor message but I dont see a trigger or condition for it. (without selecting a doodad on the map)

    Posted in: Triggers
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    posted a message on Death Time, Actor Msg to specific Doodads in range

    Is there a way to modify the field with triggers? I'm trying to make nonperishable bodies when a unit dies. It has been asked and no clear answer, I didnt find a way, strangely creating a model or actor at position of dying unit doesnt create them either even if I use variable. I was thinking of these ways:

    1) Death Time change to -1 (some units froze while standing, maybe with triggers I could use Wait to have them play their anim if triggers can be used)
    2) Create actor or model set its animations and freeze them w actor message - actor fails to create with unit property changes or unit dies event

    And any way to make this work?

    Posted in: Triggers
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    posted a message on Better civilian models (idea suggestion)

    I'm seeing a lack of proper looking civilians for a city landscape. The colonist models and civilian models both male and female are ugly just like the warcraft 3 male villagers. I dont know if Blizzard made it on purpose but im not seeing any new models of civilians that dont look like thugs who just escaped New Folsom (not speaking of the Spectre prisoners). Are there any? For a 3rd person camera look it is really annoying to see the current models.

    I am checking models on turbosquid for temp use like this one or that.

    Also what about a generic male model with basic clothing that can be changed by modifying a texture for different variations and with attachment points. These are ideas if anyone thinks of having better models but if I also use these models and need applying the animation or materials when exporting to a SC2 model, I will use this thread to ask.

    Posted in: Artist Tavern
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    posted a message on [Third Person RPG] Transformers: Open World (Cancelled)

    So Hasbro owns Transformers? I dont follow them. I know MLP:FiM :) because friendship IS magic and Hasbro seem to love you! I found one of your structure models while looking for models myself

    Posted in: Project Workplace
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    posted a message on Get charges count of item (Done)

    I need to get the remaining item charges of an inventory item and later store them in sc2bank. I found this lib: http://www.sc2mapster.com/forums/resources/trigger-libraries/5636-library-item-utility-library/#posts

    If you only need to detect charges and not all item functions and later set them for a bank, it is enough to copy 'Item Set Charges Remaining', 'Item Type Charge Link', 'Item Type Max Charges', 'Item Get Charges Remaining'. Tested it with display message, you only need to specify the unit (item) like Variable - Set Cash = (Item carried by Hero in 2) or whichever way you will detect the item. (Note, use Create Persistent for dummy target point effect, cause launch missile causes a bug where the hero isnt able to move or command after he uses launch missile item once)

    Posted in: Triggers
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    posted a message on [Third Person RPG] Transformers: Open World (Cancelled)

    Great transformation of SC2, this work is quite impressive. Where all the building models are from

     

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    Posted in: Project Workplace
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    posted a message on Connected train wagons rail system

    What is the simplest way to do it? Im using the units Dominion Train (Engine) and Dominion Train (Caboose) but only changed the models files to the MonoCar models. The wagons should connect to one another, so that they dont change their facing all the time, they need to be also separate units not just actors, that turn on curved railways properly. Can I join units with site operations, not just models? Idr which site operation to use

    Also how should it move only on a track? They need to be ground units and set pathing around them to not move out of it or flying? Also they need to be elevated in the air a bit.

    MonoCars have no attachments.. I will use the Dominion models who do and make them 0 opacity and attach the MonoCar models on them meh.

    I will be making some notes for how to do this thing, using the Dominion model just for attachment points, i will make it invisible while using the created model on top of it (I'm recalling the site ops and the editor)

    - main unit's Model > Animation tab set the Basic: basic Anim speed to 0.001 to hide all particle emitters (smoke and such)
    - create an Actor type: Model, create a Model type: CModel, this will be used for the MonoCar model to be seen instead of the Dominion engine.
    - in main unit actor: with action Timer set, then Timer Expired - Create the Actor type Model with model file .m3 of MonoCar.

    Now MonoCar it's on top of the Dominion train but rotated.. In Hosting tab of the new 'Model' kind of actor, add SOp90, that should make the MonoCar face the same way as the dominion wagon.

    - Hide the Dominion model - actor event to set Opacity to 0.0, then go to the custom Model-type actor with MonoCar > Properties tab and in 'Inherited Properties' untick Opacity to make the extra model visible while the Dominion actor is not. Then add some Local Offset type SOp to position it well, then scale it to match the Dominion model. Disable Fidgeting through triggers (Set Unit State - Fidget Off) or data (Fidget: Change array to 0) to stop units from facing other angles.

    So far so good - Question:

    How do I connect the units to each other to be like on Tarsonis mission nvm if with triggers or data, bending the string of wagons when it turns directions? Otherwise it will look like a plank that stays straight when it turns left and doesnt bend like a snake oO

    The Map from WoL uses Point with Polar offset I used every 0.5 s periodic event, having set each wagon to be traincar[array] and [0] is the first one.

    General - Pick each integer from 0 to 7, and do (Actions)
    Actions
    Variable - Set TrainPoint[(Picked integer)] = (Position of TrainCar[(Picked integer)])
    Unit - Order TrainCar[(Picked integer)] to ( Move targeting ((Position of TrainCar[(Picked integer)]) offset by 1.0 towards (Angle from TrainPoint[(Picked integer)] to (Position of TrainCar[0])) degrees)) (After Existing Orders)

    Then event for first wagon 'stops being idle' turn this trigg on, another trigg with 1st wagon 'becomes idle' and use these:

    Trigger - Turn Movement order Off
    Trigger - Stop all instances of Movement order

    Too many moves are generated and you have to skip the instances or it wont stop moving until the wagons move on one another lol. Since I needed it just for temp thing, it works but this isnt the best way. The track is almost straight if your train makes curves you may have to adjust things. Thanks to me, I was actually asking a question..

    Posted in: Data
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