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    posted a message on Looking for triggerer

    I don't know what you mean about being unavailable, it seems to be working fine.... maybe you just had a problem reaching it or something. Anyway, if you want more information, I can give more information. It is a custom game, based off of a melee game, except you have three resources instead of two. The third resource is Terrazine, hence the name The Might of Terrazine. I need this triggerer to make just a few triggers, one being that I need someone who can make a trigger to make destructible rocks invincible to only one player, so that any other player can break them, but that one player (player 5) cannot. I'm not completely done with this project yet as it is in Alpha stage, but I do have a need for a triggerer as soon as possible. Sorry if there was a problem with the site, I can get to it just fine on multiple computers, and I figured that the website would provide information needed.

    EDIT: I found a triggerer, thanks for anyone who posted or was going to send a PM.

    Posted in: Team Recruitment
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    posted a message on Looking for triggerer

    Hello, I am looking for an experienced or semi-experienced triggerer to join my team, The Might of Terrazine. We are still in an Alpha stage, and we need a triggerer who can make just a few triggers for us.

    We are in the NA region and I am available most of the day (MDT). I am on Skype (Ymerejlaif) as well, so you can contact me via that or you can PM me here. Or just comment, that's fine as well.

    If you would like to, you can visit our website at www.TheMightofTerrazine.weebly.com and our Project page at www.sc2mapster.com/maps/might-terrazine/ for more information on our map. We currently have terrain mostly finished, so we are just waiting on triggers mainly and a few data things, here and there. Please contact us if you're willing to help.

    Thanks, Ymerejlaif Team and Project Creator

    Posted in: Team Recruitment
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    posted a message on Night of the Dead - Team Recruitment

    @Ability1:

    Sorry I wasn't available at the time when you requested. I accepted it for you and will help you out. Just send me a message when you want some help. Like I said though, I'm working on my own project as well, so I will have to just multitask a bit...

    Posted in: Team Recruitment
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    posted a message on (Solved) Make unit invincible to only one player.

    @Mille25:

    Okay, I understand what you're saying, but I don't know how to do it, that's the thing. I think it would be easier for me to just find a triggerer, even if it's only for a few triggers. I appreciate your help, both of you, I just am not experienced enough to be able to do it myself unless I have a step by step process from someone. I'm going to have to view some tutorials.....

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Make unit invincible to only one player.

    @Nerfpl:

    Okay, that makes more sense, however, I can't find the value for the (owner of damaging unit). I was able to work out the events, but I can't get the other half of it to work. Is it a custom value that I need to enter or what? Sorry if this is annoying, like I said, I don't know how to do triggers....

    Posted in: Miscellaneous Development
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    posted a message on Stop rotation of Dragoon

    @Ahli634:

    Ah! Thank you. That was exactly the problem. I didn't even try doing that.... I guess it would have been smart to try it first. Anyway, thanks again.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Make unit invincible to only one player.

    @Nerfpl: Go

    Okay...... this is confusing for me, like I said I'm somewhat new to the editor. Would it be better to find a triggerer for my map? I just thought it would be a nuisance to have to find a triggerer for one trigger... Thanks for your help though.

    Posted in: Miscellaneous Development
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    posted a message on Stop rotation of Dragoon

    I have been using a custom model that is a Dragoon and when I place it in my map, the dragoon does not rotate correctly. Actually I should say it rotates its body to move different directions and it shouldn't. If you played the original Starcraft, you notice that the body does not rotate. Is there a possibility to make this model do the same? I don't know if it is possible to stop the rotations, I just took the model from SC2BW mod and then credited the maker of the model. I guess I'm asking if there is a way in the editor to stop rotation of a unit. I appreciate any help given in advance.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Make unit invincible to only one player.

    Is it possible to make a unit invincible to one player but not invincible to others? I want to make destructible rocks "unbreakable" to one player but any other player can break them. Is this possible with triggers or not? Let's say I want player 5 to not be able to break rocks, but I want players 1-4 to be able to. That's what I want to happen. If it is possible, would someone mind telling me how to do it exactly? I'm not very good at the editor, and this is mainly the only trigger I will have that I'm not sure about, so I don't think I need a triggerer for this, I just want to know how to do it if it is possible. I appreciate any help in advance.

    Posted in: Miscellaneous Development
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    posted a message on Problem with custom model

    Okay, so I figured out something strange. This problem only occurs when you warp it in while it is cloaked. It warps in just fine otherwise. I think it may just be a bug with the texture or something. Not sure. Just thought that might be important information and maybe someone would know why that would happen.

    EDIT: I think this is just a cloaking bug, because the same thing happens to Blizzard's own texture for the Dark Protoss pylon.

    Posted in: Miscellaneous Development
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    posted a message on Problem with custom model

    @SoulFilcher: Go

    I use a timer because that's how the tutorial said to do it :). No, I use it to make the object show up right when it was created and using your method does cause some problems for me.

    Posted in: Miscellaneous Development
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    posted a message on Problem with custom model

    @DrSuperEvil: Go

    No, once it is finished being built it is NOT normal. It just looks like a normal pylon. Maybe this is the problem, I'm not sure. I have it set to use the Pylon birth model so maybe I should just get rid of that...

    Posted in: Miscellaneous Development
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    posted a message on Problem with custom model

    @SoulFilcher: Go

    Okay.

    ActorCreation>TimerSet>(the name is Init)

    TimerExpired>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.diffuse

    TimerExpired>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.emissive

    TimerExpried>TimerName: Init and TimerExpired>Texture Select by ID: DarkTemplarPylon.specular

    I'm pretty sure that's it for the Texture Select by ID on that actor. The model has the texture declarations of the Pylon textures and under the Texture tab, I have created the DarkTemplarPylon.diffuse, .emissive, and .specular textures as well.

    EDIT: I can post a screenshot if that's easier

    Posted in: Miscellaneous Development
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    posted a message on Problem with custom model

    I have created a new unit in my map that I copied from the Pylon called the Void Pylon. This unit is using the model from Thrikodias's Modifications called Dark Templar Pylon and it is using this through the Texture Select by ID method. It's basically a pylon with the silver colored texture instead of gold. I know it is working correctly (at least in the editor) as it shows up correctly that way. However, when a probe comes to warp it in, it doesn't switch to the new texture once it is finished warping, it stays at the old one of the normal pylon. Does anyone know why this would be happening? It is only with this model, not any of the other models that I have used the Texture Select by ID method with. I appreciate any help given in advance.

    EDIT: I forgot to mention that it also shows up correctly when I use a cheat that I made that allows you to create any unit or building out of no where.

    Posted in: Miscellaneous Development
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    posted a message on Recolor .M3 animations

    @Kueken531: Go

    Oh, thanks. I didn't realize I could just change the tint color and be fine with it. That probably would have been good to check first, lol. Thanks again.

    Posted in: Miscellaneous Development
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