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    posted a message on [Model Showcase] Warcraft Units

    Really impressive models. Animations look great too. Can't wait to see all this stuff in-game!

    Posted in: Artist Tavern
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    posted a message on Ignore map lighting

    Certain spell visuals look pretty bad with the lighting types I'm using. Is it possible to have actors or units ignore the map lighting? I noticed a Lighting field on models, but that had no effect (must be for portraits).

    Posted in: Data
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    posted a message on Cursor splat on hidden terrain?

    This works! Thanks. But now the model doesn't scale based on ability. Is there a way to inherit aoe size using this method? I've set the alias to _Scalable and inherit flags.

    Posted in: Data
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    posted a message on Cursor splat on hidden terrain?

    I'm using a custom floor and have hidden all terrain cells in the map, however ability aoe cursors don't display on hidden cells. I've tried changing the layer on the actor to no avail. I'm out of ideas. Is there a way to fix this? If not, any ideas for a workaround?

    Posted in: Data
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    I've been trying to adjust the "BehaviorBar" so that the buttons are bigger and it displays horizontally. The icon size isn't changing and the size of the bar doesn't seem to effect button positioning. So what am I doing horribly wrong?

      <Frame type='BehaviorBar' name='GameUI/UIContainer/ConsoleUIContainer/InfoPanel/UnitPanel/BehaviorBar' file='GameUI'>
            <Height val="66"/>
            <Width val="396"/>
        <Frame type="BehaviorIcon" name="BehaviorIconTemplate">
            <LayerCount val="2"/>
            <TextureType val="Normal" layer="0"/>
            <Texture val="@UI/ButtonBorderNormal" layer="0"/>
            <TextureType val="Normal" layer="1"/>
            <Width val="66"/>
            <Height val="66"/>
        </Frame>
      </Frame>
    
    Posted in: Tutorials
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    posted a message on Data editor slowing animation

    I want to slow a special effects animation that is created when a behavior is applied. I've tried a ton of different actor events but nothing is working. This is what I have;

    Behavior.Rage.On Create

    Behavior.Rage.Off Destroy

    So what events/terms do I add to slow the animation?

    Posted in: Miscellaneous Development
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    posted a message on Disable health bars / Unit collision / Projectile movement

    @Zeldukes: Go

    Thanks. I have a new problem now. My unit projectiles try to move around cliffs / doodads, is there a way to keep them moving in a straight line?

    Posted in: Miscellaneous Development
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    posted a message on Disable health bars / Unit collision / Projectile movement

    [Solved]1.)Is it possible to prevent a unit's energy/health bar from showing while still allowing the unit to be selectable? Unfortunately disabling the UI doesn't achieve this.

    2.)Is there a way to disable unit collision with triggers? I've searched through everything... I imagine its possible with the right behavior, but I have no idea what that would be.

    Posted in: Miscellaneous Development
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    posted a message on Leap ability with data editor

    @mrkrox: Go

    Thanks! I give up on the data editor for now, looks like I'll be triggering it.

    Posted in: Miscellaneous Development
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    posted a message on Leap ability with data editor

    I'm trying to create an ability that causes the unit to jump to your point target. Anyone know how to go about this? I'm not even sure what ability to base it on - I experimented with zealot's charge, but... I didn't get anywhere and wasted several hours.

    Posted in: Miscellaneous Development
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    posted a message on Data editor: actor effect

    I'm trying to add a special effect on the caster the moment he starts the cast. I created an actor, attached model and no luck - it's something I have to change with the actor events, right?

    Posted in: Miscellaneous Development
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