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    posted a message on Editing a sound

    @Skoite: Go

    Check out Audacity. Its free, open source, easy to edit sounds with. I used it to create a loop for the gauss rifle that was seamless, and I'm no sound engineer.

    Posted in: Miscellaneous Development
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    posted a message on Adjusting a site operation depending on actor?

    @Siaon: Go

    I did...its not a trigger. The only thing that looked like it was this thing in the actor events called Set Attachment ...etc. There's one for position, rotation, and bearing, but either I'm doin it wrong or those aren't what I'm looking for.

    Posted in: Miscellaneous Development
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    posted a message on Adjusting a site operation depending on actor?

    Is there a way to do an on-the-spot adjustment of an attach point on a model? I've noticed some models have some attachment points that just don't work

    Example: The Zeratul model's "Target" attachment puts my projectile on his feet, whereas the Rory Swann model it places it in his armpit, for most other actors it puts it in the exact spot I want.

    Basically, how do I make an on-the-fly tweak to those points on those actors?

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

    @Feldeat: Go

    Uncheck "Ally" and I think "Player" for your own units.

    That should exclude all allies units and units owned by the player.

    Posted in: Data
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    posted a message on Tentacle "grappling hook"?

    I'm trying to create kind of a "grappling hook" using the tentacle effect, but it doesn't directly target a unit, instead it targets a point and fires a missle towards that point.

    The "missle" unit has a behavior that searches the area around it constantly for a target. I can get it to detect collision with a unit and the unit reacts to the hook "hitting" them. Everything looks perfect, the tentacle extends to the target point and then retracts (think Pudge's meat hook from DotA).

    Basically I need to know how to make the tentacle suddenly latch onto the target of the search effect thats tied to the missle.

    The next step now is to make the hook latch onto the affected target and stay hooked to them much like the neural parasite effect. How might I achieve this?

    Posted in: Data
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    posted a message on Possible to have a missile fire in a straight line and impact the first thing it hits?

    @Vexal: Go

    The only 'real' way to handle what you want to do is either to use a launch missle with a straight line of fire and a persistent search effect (behavior) which is a bit clumsy seeing as you can't accurately check every location along the line of fire.

    Theoretically to detect a terrain collision I think you could check each point along a traceline and comapre the height of the point to the terrain height. If the terrain is higher, then its safe to assume that there is a collision, but then the question of how do doodad collisions work?

    Posted in: Miscellaneous Development
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    posted a message on Attach actor to mouse? (AOE target splash)

    I'm building a custom UI (which means I can't use the command card). In any case, is there a way to attach an actor to the position of the mouse cursor? I can get the splash model to show up, but it wont follow the mouse. I'm curious if this is even possible for target setting.

    Posted in: Triggers
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    posted a message on Custom map controls (WASD or RTS clickclick?)

    The problem isn't the controls itself, its the fact they have an 1/8 or so of a second reaction time and feel kinda clunky on BNet :/

    Offline maps sure...but online custom games that are designed to be competitive idk if that will receive well.

    Posted in: General Chat
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    posted a message on Custom map controls (WASD or RTS clickclick?)

    well its not really a FPS style game either.

    Posted in: General Chat
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    posted a message on Custom map controls (WASD or RTS clickclick?)

    The map I'm developing is at a standstill, I've noticed that on BNet there's some serious lag when using WASD movement controls.

    Would you rather play a game that plays smoothly (even if it requires right-click movement ala the standard game style) or that offers more robust controls but at the cost of being laggy?

    Personally i'm about to scrap the WASD system just to make the game enjoyable, it worked great on local tests but on the public test is just flops over horribly. Whats the community's take on this?

    Obviously games like SotiS and Nexus Wars just use very standard controls, I suppose I could make it "look" neat with a custom UI or something but standardize the controls and add some competitive flavors to it. What do you think, worth scrapping a system that doesn't really "work" on network play?

    Posted in: General Chat
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    posted a message on [Trigger] Trigger error cut off, can't see error?

    aha! thanks :)

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Trigger error cut off, can't see error?

    I've searched high and low for an answer to this...whenever a trigger error occurs in-game test mode, the trigger error message shows up in red text and is cut off just about where the name of the function begins.

    IE:

    "Trigger Error in gt_lib1_DialogButton..."

    And thats all I can see. Nothing is on the message log, and I can't seem to find a log dump anywhere in any folder related to starcraft 2, or the editor. Am I completely missing something? I am having this persistent trigger error I just can't seem to figure out, and if I could just see what the error is, I might have an idea of where to look. Any ideas on how to fix this problem?

    Posted in: Miscellaneous Development
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