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    posted a message on Roach/Ravager model size
    Quote from l3monsta: Go

    It's so strange that it's not working for me... would you like me to share my project? I've screenshotted below what I did.

    Is up to you, if you want, you can pm me with the map or post free on here.

    Quote from l3monsta: Go

    edit: I dont know why I just clicked to this, but is it because of the glowing spikes on the Roach...ie is this a different model? I removed the requirement to research burrow move for Roaches.

    I think it is a different model maybe.

    Also burrow is a morph ability, you need to morph back to the edited Roach, otherwise it will morph back to default Roach, but unsure if it stay with the previous size.

    Posted in: Melee Development
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    posted a message on Roach/Ravager model size

    No, that shouldn't be the problem, because if you change the model of an unit, no matter how that unit comes to the map, it will use the model size, maybe referring to old Roach or something like that. I attached a map to you see and compare with yours.

    You can also morph the Roach to Ravager to test and the scale of Ravager didn't change at all.

    Posted in: Melee Development
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    posted a message on Roach/Ravager model size

    You're doing something different or editing the wrong model, look at this:

    Base and with scale 2 (Artanis to comparison)

    Posted in: Melee Development
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    posted a message on Display total experience, not levels

    To give XP for an unit, you'll need a Effect of type Modify Unit, set the (Basic) Effect: Experience^ to the amount of XP you want to give to the unit (also you can change it using catalog function in trigger).

    In trigger, use this to give xp: Create Effect On Unit (From Unit)

    Also, there's a function to get XP if you want: Unit XP Get Current XP -> return real value

    Posted in: Data
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    posted a message on Roach/Ravager model size

    Follow the order and you're done.

    Posted in: Melee Development
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    posted a message on [Showcase] Diablo 2 high-quality Diablo model (WIP)

    I really like his face, really remember my old times in Diablo II. The sarcastic face <3

    The only thing I dislike is the soulstone and the chest, the soulstone isn't looking natural as it should (at least look more like a 'stone' instead of a 'jelly'), and the chest is a bit bigger then it should be.

    But the most important thing, it will be public?

    Posted in: Artist Tavern
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    posted a message on Trigger fired twice in response to dialog clicked- reason unknown

    You better show the triggers, the problem could be other thing.

    Posted in: Triggers
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    posted a message on I need to replace hero health bars using Data instead of Triggers

    Short answer for most of your question is: Yes.

    Is this for nameplates or a custom frame (like campaign one?)

    Anyway, in both cases, you can simple use UI editor to set it. Also, if I remember right, Unit Property Changes lags more them spect, I changed it to Every 0.2 seconds, it was alright, until I changed completely to UI editor.

    Posted in: Data
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    posted a message on How to add Kerrigan's hero health bar and health bar and icon in corner

    @R0binicus: Go

    If you`re not familiar with variables, custom function/action/event are a little far from you.

    You should start with some trigger basic, this could help about variable.

    Also, you'll have problem using the default template of Blizzard (I mean, about the hero health bar you want), because (if you read the tutorial and understand how it works) it is made for Blizzard units.

    Posted in: Data
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    posted a message on How to add Kerrigan's hero health bar and health bar and icon in corner

    @R0binicus: Go

    So you have to use a variable for that, or a custom action with parameter.

    Posted in: Data
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    posted a message on How to add Kerrigan's hero health bar and health bar and icon in corner

    If the unit is already on map, you should instead of Last Created Unit, use the tab Value, it will list all the preplaced units in your map

    EDIT: see the print: http://prntscr.com/cy6kqn

    Posted in: Data
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    posted a message on [Request] Zeratul and Tasadar as purifier

    I like both, but to be honest, the first one (with shoulders) are cooler IMO.

    Posted in: Requests
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    posted a message on [Request] Zeratul and Tasadar as purifier

    @CybrosX

    This look amazing <3

    Posted in: Requests
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    posted a message on Triggers are killing me

    This should be posted here but that's not the case. It's easy what you want to do :).

    http://peeeq.de/gui.php?id=3919

    Posted in: Map Feedback
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    posted a message on Unit NamePanel moves if the CastBar is activated

    It's not nameplate, nameplates are the bars above each unit, but that's not the case.

    What happen is: When a unit cast something, it hide the default UI information and show the cast bar instead. But why your unit name is moving around? Simple... Your casting bar is not aligned with the UI itself (the name is anchored on cast bar probably).

    I'm unsure if you can 'fix' it, maybe don't use the normal cast bar (it's ever possible disable it using the default UI?) and make one with dialogs.

    Posted in: UI Development
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