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    posted a message on Force a Doodad NOT to play an animation?

    So, I'm making a map using the Korhal Platform Command Center Doodad. Unfortunately one of it's Stand animation variations has an explosion on it (as it's from the Colony Drop mission) which I would like for it to NOT play. Is there any way with just Data to tell it NOT to play a specific animation (Other than editing the model to remove the offending animation)? Alternatively if I could force it to only play a specific one of it's Stand animations that would be great.

    Thanks in advance. Kani

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #238: Shooter

    @AlexTheComie: Go

    Isn't that that unused Hack Arena Doodad thing?

    Posted in: Terrain
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    posted a message on [Showcase] Narudek's Models

    @Narudek: Go

    Hmm he still seems somewhat fleshy, or is this like the Purifier Adept and just a High Templar with Purifier gear?

    Either way it's nice! As is that Hybrid Hydralisk :)

    Posted in: Artist Tavern
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    posted a message on Create cargo unit actor under medivac like its transporting siege tank.

    @uroboros1987: Go

    Take a look at the Thor Transit Actor, it has all the info you need :)

    Posted in: Artist Tavern
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    posted a message on [Request] Terran medic with open visor

    The biggest impediment I can see for making this is the Asian part, due to the lamentable lack of Asian characters in StarCraft 2 to use their faces (this is surprising given how popular StarCraft is in Korea especially.

    Then again hrmm perhaps Li Ming's head from Heroes could work as a base?

    Posted in: Requests
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    posted a message on How to reverse a beam? [Solved]

    @abvdzh: Go

    Yay! That worked great, thanks a lot! :)

    Posted in: Data
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    posted a message on How to reverse a beam? [Solved]

    @abvdzh: Go

    Let me check... I based it off the Sentry's weapon so yes the beam actor is created when the Persistent Effect Starts. More specifically it is created by the Attack Actor when that Effect starts.

    Posted in: Data
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    posted a message on How to reverse a beam? [Solved]
    Quote from abvdzh: Go

    you need to swap ::HostImpact+ and ::HostLaunch+. Those define hosts for beam's endpoints. I think there was Kueken's map with shield drain ability where he used reverse DominationBeam.m3. Look in his map in Chicken assets.

    Thanks! I'll look into that.

    Edit: Unfortunately I get a Dependancy Missing error and I click load anyway and then it won't open the map :(

    Posted in: Data
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    posted a message on How to reverse a beam? [Solved]

    @Deadzergling: Go

    Sorry, I should clarify. What I want is purely visual in nature: Several beams have motion along their length as part of their animation - I want to swap it around so the direction of the beam is coming from the target to the caster

    So, normally it's like:

    Caster >>>>>>> Target

    I want it to look like:

    Caster <<<<<<< Target

    I assume there are settings for the beam that effect where each end is hooked up, I'm just not sure where those settings are ^_^'

    Thanks for the link though, I'll look into it.

    Edit: And it's a channeled beam

    Posted in: Data
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    posted a message on How to reverse a beam? [Solved]

    Hi, so I'm making a structure in my map which sucks shields from enemy units and converts it to Energy. I've got that part of it working fine but I would like to have a beam suction effect going on so my question is: How would I go about making it so the Beam Actor is launched from the target unit towards the caster? I assume there are settings controlling where the two ends of the Beam are attached but I've never done any messing about with Beams before and don't know where to start.

    Thanks in advance

    Kani

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #232: The Road Ahead

    @AlexTheComie: Go

    Ooh I like that, always found the idea of cities reclaimed by nature interesting :)

    Posted in: Terrain
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    posted a message on SC Expanded: melee mod

    So something potentially of use for Moebius Corps that I came across in the Data Editor: There are unfinished structure entries for Shadow (IE Shadow Corps, original name for Moebius Corps) Shield Generators which the description makes sound like they would have granted shields to allied units in an area around them.

    Posted in: Map Feedback
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    posted a message on New Sub-Forum just visible for bots

    Personally I feel having it based on any account that posts a few moments after being created is a bad idea. It's entirely plausible someone might lerk for a while before making an account, then see something that particularly interests them and wants to comment, registers, goes to post and... gets instantly blocked or whatever?

    Posted in: General Chat
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    posted a message on SC2 Generals - Co-op missions

    @QueenGambit: Go

    Well the funny thing is I hadn't posted my race skin idea anywhere except in a private chat with a friend on Skype, and I doubt Blizzard's eyes are THAT extensive ;P

    Posted in: Team Recruitment
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    posted a message on SC2 Generals - Co-op missions

    I believe Traysent said on this very forum when there was discussion about using Heroes of the Storm content in SC2 he basically said as long as nobody sets out to recreate Heroes of the Storm as a mod for StarCraft 2 they're fine with it. I'd imagine it would be something similar with Co-op - as long as you're not setting out to make a mod that plays exactly like Co-op mode, you'll probably be ok...

    Slightly related: Prior to the last BlizzCon I was considering making a mod with the idea of Race skins as a kind of proof of concept suggestion to Blizzard. And what do they announce at BlizzCon? Racial unit skins x)

    Posted in: Team Recruitment
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