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    posted a message on [Released!] General Warfield

    That looks really good, can't wait for the release!

    Posted in: Art Assets
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    posted a message on [Released!] Sarah Kerrigan Ghost

    What I've had to do is import everything but the .m3 file, then save - then import the .m3 file and save, you might try closing and reopening the editor after that and see what happens.

    Posted in: Art Assets
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    posted a message on Aftermath RM

    Which "Aftermath" are you talking here? SWAT? NOTD? something else?

    Posted in: Team Recruitment
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    posted a message on Set rain to everywhere?

    The rain sounds I got were extracted from WoW, I decided to only use the light and heavy rain's and they work out really well. I did bump up the volume in the triggers (I don't know if it actually did anything) to 200% to try and make the rain louder so it makes you feel more into the scene.

    Posted in: Miscellaneous Development
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    posted a message on Set rain to everywhere?

    What I did was make a set of three triggers, Light Rain, Heavy Rain and Clear Weather and set up a trigger that fires every 60 seconds to randomize the weather pattern, I'm working on having it change the lighting as well - heavy rain in the bright sunny day just doesn't seem to fit right. I placed a single point on the map and called it Rain Emitter. My triggers are in the pictures. It may not be the most effective way of doing things, but it works pretty well for me.

    Posted in: Miscellaneous Development
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    posted a message on Recruiting Playtesters for New Map - "Epidemic"

    I will check it out after work tonight and get back with you

    Posted in: Project Workplace
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    posted a message on [DATA]Kerensky's Expanded Data Editor Package

    @IcarusPrime: Go

    Are you just looking for an ability to toggle the flashlight on and off?

    Good work by the way Kerensky!

    Posted in: Miscellaneous Development
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    posted a message on [Help] Inventory Model Background

    I got an inventory system working great, but I ran into a snag setting the model backgrounds for regular units there. For units with hero models (Raynor, Swann, Nova, Tosh, etc) it works great - for units with regular models (War Pig, Devil Dog, Medic) it's all screwed up. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Problem with medic heal model.

    Make sure to double check the Events inside the actor too, sometimes you'll find events in there that create effects depending on abilities.

    I just opened the Medic's Events myself and there are two events that create and remove the "heal beam" effect when the heal ability is being used, as for your Healing Crosses over their head check the Medic Heal Model actor (or whatever you named the copy if you duplicated this actor) and in the Events there are 4 Events that I think control that.

    Posted in: Miscellaneous Development
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    posted a message on Changing Visibility/Reveal Radius Trigger?

    Does your function set the Flashlight behavior on the unit or does it just apply the model? I made the flashlight a ability on the command card that I can turn on and off with a hotkey. In the flashlight behavior you can set a Sight Range bonus for when its active. Just a thought

    Posted in: Galaxy Scripting
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    posted a message on How do you make squads?

    As just a suggestion, look into the Carrier Ability code. If you set a unit (Say Raynor) as your Squad Leader and then your "Interceptors" could be set to marines. There are a few behavior options for that make it where the units following (Interceptors) do not disappear once they are idle, they will line up around your unit and wait for orders. There was a Spell Creation contest or an Ability Creation contest that someone basicly recreated this effect with a Ghost as the Carrier and a few marines and repair drones as the interceptors. It worked out pretty well.

    One of the main things you'll have to work around is unit abilities, say Raynor uses a stim pack, your marines would have to be told to do the same - which trigger wise shouldn't be too hard, but I've been trying to do most of my work in the Data Editor without Triggers so that makes it a little more ... fun.

    Something else you'll have to work with is the Captain of the unit dying, as a carrier all the interceptors are destroyed so I'm sure it would operate in a similar manner. Trigger wise I think you could work around this, with the Data Editor I'd have to do some research

    Posted in: Miscellaneous Development
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    posted a message on [Data] Unit Afterimage Effect

    @mangakac: If you bring up the Actors tab in the Data Editor and select your UnitShadow actor in the middle there should be a section for Hosting. Depending on what options you have set in your Data Editor for views and such it may look different then the screen shot here.

    http://img94.imageshack.us/img94/706/afterimages02.th.png

    @Molsterr: Its funny you should ask that I was working with someone else to only allow the animation to be used when the unit was preforming a reaper jump, i ended up removing a few events and adding a few more.

    • Bring up the "Scout" unit under the Actors tab and then bring up the Event - Events+
    • Here is a picture of what this screen looked like after I made the changes. I haven't tested this, but in theory it should work. I set this on a Reaper unit and just made the ability the Yamato Cannon, which he doesn't have, but it doesn't really matter. This is a pretty crappy ability to use as an example since the unit never moves when firing the cannon, it was just the first one I picked from the list.

    http://a.imageshack.us/img25/4316/afterimages11.th.png

    Just as a minor side note, the Abil is Ability

    I hope that helps, if you need further explanation or any other help just shout here or PM me

    EDIT: Just as another refrence for anyone who wants to see it, here are the settings I used for when the unit (Hellbender) does a Reaper Jump, this is the only time you see the afterimage trail on the unit, and for this unit its not even a clone, its just a trail of fire.

    http://a.imageshack.us/img405/4820/afterimages10.th.png

    For your "Scout" speed buff you could also set it similar to the image directly above using the Behavior instead of the Ability itself. This would apply if say the unit could cast this buff on another, like your "Scout" is buffing your "Soldier" or whatever with this speed buff. You would just want to make it Behavior.SpeedBuff.On and Behavior.SpeedBuff.Off (I am only assuming these are the two you use, I can play around with it tonight if it doesn't work)

    Posted in: Tutorials
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    posted a message on Mass Effect inspired AOS/Arena

    I'm a big fan of Mass Effect and from the sounds of it this would be a pretty fun map to play. The terrain looks good too (although I'm no expert, I suck at the paintbrush :))

    Posted in: Project Workplace
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    posted a message on [Data] Unit Afterimage Effect

    If you want to remove the shadow open up the Data Editor and click on the Actor's tab Find the High Templar in the list and bring it up. Click on Event - Events + and search the Event list for Timer Expired toward the bottom. If you want a quick and dirty way to do it simply remove the one that has the IsStatus ShadowCreate 1 inside of it, if you want to completely remove all references in the picture below in the red box.

    http://img132.imageshack.us/img132/9857/afterimages04.th.png


    On a separate note there was a question asked on the tutorial request forum to be able to create a fire trail on a Firebat unit. By using the same method it is possible to create a trail of any model you'd like, fire, energy, etc. I'm sure you could even create a creep trail.

    If you follow the instructions for the tutorial simply bring up the ZerglingShadow actor in the Data Editor and find the Model value. Change this to whatever you want, like Fire Medium for example. This allows your unit to create a nice fire trail. Doing this I also changed the Blend In Duration on both the SetTintColor and Set Opacity to 5.0000. This makes the trail last longer

    Posted in: Tutorials
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    posted a message on [Data] Unit Afterimage Effect

    To everyone sorry about the typos, I went back and fixed a few of them such as the timer with the wrong number and then the conflicting item there where I had TimerSet twice instead of TimerSet and Create. Whoops ... I also tried to be a little more specific with the Event's headers I had to specify which one we are actually editing, the Shadow Actor or the Unit Actor. I hope that makes more sense

    @unicassiel: I was mostly just doing this for a single unit effect, you're right scripts could be easier to setup if you are trying to do this for a lot of units. Just for one or two I don't think its too bad myself. The original idea posted was to have this effect be created by a persistent buff ability, so I'm sure you could script that to just change your model of whatever unit you are using the spell on.

    @YiffMaster: I'm still playing around with the Hosting myself so I'm afraid I won't be of much help for that yet, sorry

    Posted in: Tutorials
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