Just an update, I guess the error messages wont show on up on Bnet for my game. Just annoying when testing locally from the editor.
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Apr 14, 2013Posted in: Requests
I need two 3d models.
[Goliath Legs] - Only the leg portion of the standard SC2 Goliath Model. I need attachment point at top middle of the legs where it typically attaches to top portion of model. I also need walking animation for this model.
[Goliath Top] - Only the part of the model above the legs. I need attachment point at bottom middle of the top part where it typically attaches to the leg portion of model. I need attack animation for this model.
I will be using this on my TPS map. I need to separate the Goliath into 2 models so that I can play the walking animation on legs while attacking animation on top. Additionally, this will allow me to keep the top pointing forward, while the legs point in direction of travel.
If someone knows how to do this with Blender please let me know, I just installed and am mostly finding myself fighting with the UI. I was able to import Goliath with Blender plugins, but I can't figure out how to move the vertices around. For the legs I was going to just assign all the top vertices to the middle portion of the model, then export back to *.m3 and import into Editor again.
Let me know if you need more details.
UPDATE: I attached my attempt at this. I'm not sure how to create custom attachment points. I am attaching the top model to "origin" point of the leg model, but that means the top doesn't 'bob' when walking. I did the same thing with a Marine, and when legs are walking and top is attacking it looks awful. Anyway to attach top model to the torso of the leg model so when it animates they don't look awful?
Apr 13, 2013Posted in: UI Development
Hey, I'm started creating a new map on HOTS and am trying to recycle a UI layout I created during liberty. I get error messages even though my UI appears to load just fine. I want to resolve these and get the same UI I had before. Worst case, I'd at least like to prevent the error messages from showing up, or clear them since they only show up on map initialization. I'm not quite sure how to do it. It seems I get grief when trying to anchor like this :
<Anchor side="Right" relative="$this" pos="Max" offset="0"/>
Aug 3, 2012Posted in: Miscellaneous Development
Does anyone know how to remove the black border around a map that sits just outside of the map bounds? I noticed there was a BlackEdgeBorder.m3 asset which I believe is what constitutes the edge. I have tried a few things but have had no luck, and I'm not exactly sure how to go about overwriting assets. Some help or direction would be great.
Example of problem...
Aug 2, 2012Posted in: Team Recruitment
Space Shooter Project Pre-Alpha
(still haven't picked a name yet...)
If your interested in becoming a part of the project PM and I can give you additional information demo the map to you on BNet.
I am searching for a skilled data editor to develop heros and abilities for my third person space shooter.
I have coded both first person and third person starcraft maps that were mostly on the trigger side of things. I have experience creating SC2Layout files to customize the UI. I have moderate experience with the data editor creating abilities and tweaking things here and there as needed.
About the Project
While the project is still in the elaboration phase, most of the core elements to gameplay have been determined. The game will provide a fun, customized, and action-based third person spaceship shooting experience. There will be two teams of players facing off while at the same time battling a third party computer controlled enemy. At the beginning of a game, each player will select a class of ship, and from there start with a basic set of abilities. As the player scores kills, they will earn credits toward upgrading their ship and abilities. Furthermore, from game to game players will unlock more base classes of ships to build upon.
The battle is set in deep space within the bounds of a mysterious space station.
Still needs flushing out.
Movement is accomplished through WASD keys and the mouse. Space actives the ships boost. Left click fires the primary weapon. Right click fires the secondary weapon. Shift actives the ships special.
All weapons are pushed through with Data to increase game performance. The primary weapon does low damage, but has unlimited ammo. The secondary weapon does high damage, may have an extra effect, and has limited ammo. The automatic weapon is handled by AI. The special is ship class specific and is charged based primarily upon kills.
Each team has a 'Motheship' where they respawn, purchase upgrades, and can dock with which gives the docked player movement control over the mothership.
Dec 29, 2011Posted in: Terrain
I've been working on a first person shooter style map and got the terrain generally setup the way I want. I'm looking for someone who can polish up my map for the first person perspective. If your interested PM me.
Dec 19, 2011Posted in: Off-Topic
Obama recently did not veto the NDAA which is simply a broader Patriot Act from what I understand. I seriously suggest reading through it, especially near page 360.
[page 359-361] http://www.gpo.gov/fdsys/pkg/BILLS-112s1867pcs/pdf/BILLS-112s1867pcs.pdf (2) A person who was a part of or substantially 22 supported al-Qaeda, the Taliban, or associated forces 23 that are engaged in hostilities against the United 24 States or its coalition partners, including any person 25 who has committed a belligerent act or has directly 1 supported such hostilities in aid of such enemy 2 forces.
6 (1) Detention under the law of war without 7 trial until the end of the hostilities authorized by the 8 Authorization for Use of Military Force
This shit is scary, and Obama is the one man with the power to veto this. This was a def fail by congress, and president combined. SOPA will probably be next. SOPA simply translates into the censorship of the internet which would put us on par with countries like China and Iran. Other than that, I suggest looking your politicians top donators before voting. Mitt's is Goldman Sachs.
Dec 16, 2011Posted in: Data
Well, I made the shotgun to replace the marines originally weapon following a tutorial. Now I'm trying to use the key effect with a trigger "create effect at point [from unit]" for my FPS project. It works 100% fine when shooting at units, but the sound and launch animation are gone when shooting at nothing. Only the beam seems to work in both cases.
This is not my area of expertise, I usually follow data tutorials pretty closely to get data things to work. If I can get this to work, I can base most of my other guns off of it.
Dec 15, 2011Posted in: Data
So I made a shotgun effect with data following a tutorial.
I made the shotgun shoot, generate additional points with a random offset around a target point. Search those points for units, and apply shotgun damage when found. The associated actor works fine when the effect is executed on a unit, or executed on a point where one of the random offset picks up a unit in the search. When the effect is run on a point with no units, the launch/impact sound and animation don't play. The only that works is the beam.
If you can help me fix this effect up that would be great. I'm using it with the "create effect at point [from unit]" trigger as part of a shooter map. I would really like to get as much done with the data as possible to keep the trigger work clean.
Note:Map is attached, you have to click each shot. Notice that trigger works perfect when targeting a zergling, but no sound/muzzle flash when targeting ground.
Oct 14, 2011Posted in: Data
I was able to make the grenade missile move faster for the Raynor genade toss ability. I just can't figure out how to make the throw animation faster. It looks weird when he does a slow throw, then the grenade goes zooming out.
This is the map, I have it setup so left clicks trigger a grenade toss ability at point of left click. http://www.sc2mapster.com/media/files/547/291/3.SC2Map
Sep 5, 2011Posted in: Triggers
I need the distance to scale my angle. For example, the valid angle bounds is wide when the points are close together, and slim when far apart. I use the distance to calculate the valid angle bounds using trig...if I can do this with squaredDist lmk
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