• 0

    posted a message on Tal'Darim Tempest - Team Colors?

    Hi,

     

    Does anyone know if any of the custom modelers out there have done any modifications to the Tal'Darim Tempest model so it has proper team colors? As it is right now, it does not display any Team colors, it's always just Red and Black.

     

    Thanks,

    Ymerejliaf

    Posted in: Art Assets
  • 0

    posted a message on Multiplayer Pylon Warp-In Behaviors in Campaign Dependency map

    Thank you DrSuperEvil. Always helping out! I was able to get it working. It was actually a really easy fix, though I didn't think of it at first, I hadn't added the "pylon special power" and "Near Warpgate or Nexus" behaviors to the pylon so it did not function how I initially wanted it to. Then it was a simple fix on the Super Warp Gate. So thanks again!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multiplayer Pylon Warp-In Behaviors in Campaign Dependency map

    Hi,

    Does anyone know how I might make it so pylons have the warp-in behaviors like in Multiplayer in a Campaign Dependency-based game? Like how if the pylon is next to a Warp Gate, the units warp in faster and it displays a different colored pylon field?

    The reason I'm trying to do this is because I'm adding warp-in and placement models for ALL Protoss units, so I can have them warp in from a Super Warp Gate; however, when the units are placed into a pylon field they do not play the whole warp-in animation, it ends up getting cut off. I think it's because it thinks that the animation should be a full 12 seconds long in the case of a multiplayer game in a pylon field without a Warp Gate buff, but since the campaign makes it so the warp-in time is just 6 seconds for all pylons, it doesn't play the whole animation.

    Anyway, assistance in this would be much appreciated. Thanks! -Ymerejliaf

    Posted in: Miscellaneous Development
  • 0

    posted a message on Oracle Placement Model

    @herdal8: Go

    Wow, that looks really good and you did it extremely fast too! Thank you! Do you think you could do some more for me? If you can't, no worries, but I am working on a new project and I'm trying to make it so all the Protoss units can be warped in via Warp Gate/Warp Stargate/Warp Robotics Facility. So I need placement models for basically all the Protoss units. I think the only ones I need now are the Mothership, Mothership Core, Warp Prism, Archon and the Probe. I also saw in your assets you've done some warp-in models, would you be willing to make a warp in model of each of those as well as for the Observer? The Observer and Warp Prism both have one currently, but they're not like the other flying units' warp in models so they wouldn't work very well.

    You would obviously be credited and if you want I'd be willing to pay you for it. Just let me know if you'd be able and/or willing to do this for me.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Oracle Placement Model

    Does anyone know if a placement model was ever made for the Oracle? I can't seem to find a Blizzard-made one (you'd think they would have made one for LotV...), so I was wondering if anyone ever made one here on the forums.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unwanted Player (Question and Concern)

    One thing you could try is to have a whole bunch of people report the abuse to Blizzard, with all of you presenting any evidence you may have. You could also try calling Blizzard, then you'd at least be able to talk to someone. If they don't respond to that, complain on Blizzard's forums, and try to attract a lot of attention. Blizzard probably won't respond unless there are multiple people complaining. If you attract a lot of attention, then in theory you may be able to get somewhere.

    Other than that, you can ban his account and IP from your forums, and you can put up a public warning on your map letting players know that he is worthless and should be ignored.

    Posted in: Off-Topic
  • 0

    posted a message on Published version gives all possible units?
    Quote from blackarro18: Go

    Also, on a side note since i've already posted here, how do you make periodic energy costs eg cloaking, for some reason mine regenerates energy in cloak.

    You'd need to modify the values of the cloaking ability's behavior.

    I'll use the Ghost for an example. In the data editor, if you go to the "Ghost Personal Cloaking" ability, under that ability you would find the behavior called "Ghost - Cloak". Under that behavior under the "(Basic) Unit: Vital Regeneration Bonus" field (this is under Table View, if you want Detail View, it's under the Behavior tab, and then under the Unit Tab), there is an option to modify values on a per-second basis. The default value under Energy is -1.4765 meaning the cloaking ability costs 1.4765 energy per second. If you set that to a positive value it will add energy per second instead of remove it. My guess is that for some weird reason it's set to a positive value.

    Posted in: Melee Development
  • 0

    posted a message on Changing supply icons

    @Sapphire_united: Go

    Take a look at this thread, I think this is what you're looking for.

    http://www.sc2mapster.com/forums/development/map-development/10286-changing-the-resource-icon/#p7

    Posted in: UI Development
  • 0

    posted a message on SCII legacy of the void

    @nolanstar: Go

    If there is, I doubt it'd be up for long. Blizzard is usually pretty good at taking down copyrighted material.

    Posted in: General Chat
  • 0

    posted a message on (unnofical) Summary of the recorded Blizzcon Q&A
    Quote from JacktheArcher: Go

    Am I the only one who is wondering what focke did to get banned?

    No I was kind of wondering the same thing, although I assumed it was because of his attitude.

    On another note, do you guys think Blizzard will release any of the models they've scrapped over the years of development of StarCraft 2? I mean we've gotten a few over the years, like the Warhound, which they made into a campaign unit, as well as several other Terran units (we've got tons of Terran units...). And we've also gotten models that were based off of ones that have been scrapped (Mothership Core), but I'd love to see some of those old models, specifically Protoss ones, I feel like they've neglected Protoss a bit more than they have the Terran or Zerg. Granted they've made up for the Zerg a bit with HoTS, and they'll probably do the same for LoTV. Hopefully it's enough to satisfy us Protoss players. From the screenshots they've released so far, it looks like we'll get official Dragoons, and the revamped Replicant model (Disruptor). I just wish they'd give us some of their old stuff. Blizzard might not have liked it, but some people definitely could use their old models.

    I also really hope they don't add a market to SC2... it'll be just about as bad as a P2W game.

    And another thing, it seems a bit odd that they'd release LoTV as a standalone... do you guys think they'll give extra benefits to players who have the WoL and HoTS? I would assume they would, but idk.

    At any rate, we definitely have gotten good news so far, this'll be exciting to follow.

    Posted in: General Chat
  • 0

    posted a message on Changing hotkeys on the fly using triggers / Custom hotkeys for maps

    @ShiroAisu: Go

    I'll try to answer these to the best of my ability.

    1. I'm assuming that you're asking if you (as the player) can change the hotkeys for custom and arcade games just like you can change them in normal melee games. If this is the question, then yes, it's possible. You can save as many hotkey profiles as you want under your StarCraft II account, and then whenever you play that map, you simply load the profile you want. You would have to manually configure them while in that particular map, then save it to a profile to load them back up again whenever you play that map. You would have to create profiles for each of the games you play though. However, I have noticed some problems doing this; sometimes it doesn't load them correctly because when editing the hotkeys in-game, you cannot have conflicting hotkeys (two buttons with the same key), whereas in custom games or arcade games the map creator can set them to be conflicting through the data editor, so you just have to be careful when messing around with the hotkeys of custom games.
    2. I'm assuming that you're asking if you can change your hotkeys in-game. Yes, this is completely possible for almost any StarCraft map. I'm not sure what you mean in the second sentence of that question, so you might need to re-explain that as I may not have answered the question.
    3. I do not know if it is possible to make the buttons default to specific keys in EVERY command card, BUT I do know that you can manually input them all in when you put the command cards together in the data editor... that is a lot of command cards though... It may be possible with triggers, but I'm not very good with triggers so I couldn't tell you for sure.

    Hopefully that helps, if I didn't answer the questions fully, just let me know and I'll try to help you out.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Glitched Primal Sunken Colony

    @SoulFilcher: Go

    I was afraid it'd be video card related. My laptop itself is pretty good, Intel i5, 12 GB RAM, 1 TB HD, Windows 8.1 Pro with Media Center, but at the time I bought it I couldn't afford a good video card as it added like $150 to the cost and I was over my budget already, so I went with the integrated Intel HD Graphics 4000 which... sucks, to say the very least. I have Windows 8.1 and this card has known issues with Windows 8 and 8.1 (which I didn't know when I bought it...), so I have to use an outdated driver version (and I mean very outdated) otherwise whenever I play a graphic-intensive game I end up with the BSOD telling me that my video card isn't functioning correctly. Intel's Windows 8.1 driver doesn't work for me, so I have to live with what I've got.

    My computer can only handle SC2 on Medium graphics, and only when playing a 1v1 or 2v2 game and on SOME of the campaign missions, otherwise I have to put it on low or handle lag. So yes, when using low, the problem with this model doesn't occur, but when using medium it does, so I guess I'm gonna have to just deal with it until I can upgrade again. My next computer will definitely be a desktop; so much cheaper...

    Posted in: Miscellaneous Development
  • 0

    posted a message on Glitched Primal Sunken Colony

    Recently when playing the SC2 HoTS Campaign, I came across the evolution mission with the primal sunken colony. The model for it seems to be glitched out, and I'm certain it's not supposed to be this way. I'm not entirely sure why it looks like this, but it's really odd. I just want some suggestions on how I could fix this, as it's extremely annoying, both in-game and in the editor. Just see the attached image and you'll see what I mean.

    Any help is greatly appreciated!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Location of Adjutant Sound files

    To anyone else reading this, I ended up having to extract each of the files manually from the editor. It really didn't take as long as I thought it would though.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Giving players the ability to rename units/structures in-game

    This is just a question to get an understanding of how difficult this might be or if it's even possible. Would it be possible to make a trigger or ability of some sort that would allow the user to rename any of their structures or units in-game? This would be for organization purposes or for keeping track of certain things.

    An example to help explain: The player would select the unit or structure (or multiple units/structures), use a text command "/rename (new name goes here)" then it shows the new name on the selected units/structures without modifying them in any way other than the name (in other words, not modifying the unit's abilities and upgrades).

    The ability or text command would only modify the selected unit/structure, not all of that particular unit/structure type. An example: If you had two Command Centers and you wanted to rename one of them to "Base", then you'd have one named "Base" and another named "Command Center".

    Or would all of this be completely impossible because renaming the unit/structure would make all of the data invalid?

    This is just a theoretical question; I'm just curious to know if it'd be possible.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.