CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Getting up to speed.. Again...

    Thanks for the answers gus, helps me out a lot.

    @TyaArcade: Go

    This sounds pretty amazing, can't wait to see this released! :)

    Posted in: General Chat
  • 0

    posted a message on Getting up to speed.. Again...

    Hello people, it's me again.

    Last time i've been here, can't even really remember, but it either was to ask some rudimentary questions or getting up to speed back when Heart of the Swarm was released.

    Back then i haven't really picked up mapping again besides one project that i'm still working on with a friend but in the past few days i've played the LotV campaign on a buddys account, and it has somewhat drawn me back to being interested in mapping again.

    But before i start working on any project that is rushing through my head i obviously have to ask some questions that need to be answered in order to know what i am actually able to do. I hope you guys can help me out and answer these questions for me.

    So, first things first - I still only own Wings of Liberty. I have never bought HotS and i also did not buy LotV. So far the only reason to get them would be, if i'm interested in playing melee games, but i suck at them and that's why i did not bother.

    - The question now is, what can i do with just WoL? Starting the editor and playing around with dependencies, i'm able to place all kinds of HotS and LotV stuff - but will i actually be able to publish and play with these assets in my map?

    - Next question would be, if i am able to publish and play with these assets, are there still any other limits i have to take into consideration, or can i just use everything to create and play a custom map?

    - Third question builds up on the other ones somewhat... Are the arcade lobbies and player bases "global"? Like, are players owning LotV able to play custom games with WoL, but also will WoL players be able to play with LotV players? Obviously i don't want to create something that will then just rot away on the "WoL Battle.net" because everyone else is on the "LotV Battle.net", if you understand what i mean.

    - Last question is just a side question, i've never been that great with the data editor, i knew my way around it to make some things work but in the end i had to go through lots of trial and error and in the end mostly scrapped things since i just couldn't figure it out. The question i'd like to be answered now is relativeley specific... Heroes have an appeal in every game, no matter how big or small of a hero they are - but almost every one of them has some abilities. How much did change in regards to heroes and abilities editor-wise and did someone yet release some kind of "ability library"? I've always wondered why noone took care of that, just creating the most basic abilities you'd know from WC3 or current MOBA's, and just putting them into a big library for the community to use.

    Thanks for reading and possibly answering my questions :)

    Posted in: General Chat
  • 0

    posted a message on Build Ability via Dialog/Trigger

    Sure moving the commandcard to my dialog works, but the problem is that it's underneath it and i can't figure out how to - if at all - change that.

    Posted in: Triggers
  • 0

    posted a message on Build Ability via Dialog/Trigger

    Hello.

    I've searched a bit but all i've come across was several very old threads about this or very similar problems and it not being resolved in the end...

    Now i'm wondering if anything changed in this regard or maybe some workarounds have been found?

    What i want to do basically is to use an SCV's build ability via Dialog Buttons instead of the command card..

    Another side question would be, if it's still not possible, is there a way to put the command card on top of a dialog? Since every dialog seems to be overlaying the command card..?

    Thanks

    Posted in: Triggers
  • 0

    posted a message on Rotate unit after creation

    Hello,

    I've searched for an answer for some time now but couldn't find anything that helped.

    My request is pretty simple and probably the easiest thing to do, but i just cannot figure it out -.-'

    I have a builder unit that can build a road (the road is a building, basically a squished MarSaraBridge to resemble a road, made turnable).

    Since i have predetermined places to build this road on, i have to change the rotation of the road depending on where it was built - that's not the problem, but actually rotating it after building is.

    It's weird and i simply don't know how to do it. All i want is to rotate the building like i can rotate it in the editor itself (like 270 degrees etc.)

    I've tried the first thing that came to mind, sending an actor message to the unit, setRotation but then there is just a blank field where no matter what i put in there, nothing changes at all. I've read about foorwardX, forwardY etc. but i i don't know how it actually has to look like to be accepted - if that is at all even what i'm looking for.

    Hope someone's able to help me out here on this probably very simple issue.

    Thanks!

    Posted in: Triggers
  • 0

    posted a message on WoW Model-Pack Requests

    Hey, don't know if anyone is still able to extract some wow models since he would have to use a Mists of Pandaria installation since WoD doesn't work right now, but if there is someone able currently to get some models i'd like to request some generic houses, size small and big, maybe with a church/kathedral (basically human buildings, stormwindish or crusade)

    Posted in: Art Assets
  • 0

    posted a message on Ability Events and Build Cancel

    Hello Everyone.

    My problem today is the following:

    I have a unit (a SCV) that builds 2 buildings. Building 1 is built on another unit, called "base". Building 2 is built on Building 1, kind of as an upgrade.

    Now the button to build Building 1 is only enabled when specific conditions apply. On clicking the "build Building 1" button, i want the "base" to be created at a specific point. I got that already and it works, using the simple event

            UI - Player Any Player presses Build Building1
            Unit - Create 1 BaseUnit for player 0 at buildpoint_1 using default facing (No Options)
    

    Now my problem is that i want the "base" unit to be deleted, if the user decides to cancel the building placement. When the user clicks "build Building 1", he gets the cursor and can decide where to build his building, since the "base" is created, but if he cancels the scv build action without doing anything, the "base" should be deleted. That would work using the

            UI - Player Any Player presses Cancel
    

    Event, problem is if the building is cancelled through a right-click, this does not fire.

    Any ideas?

    Thanks!

    Posted in: Triggers
  • 0

    posted a message on (Solved) Projecting simple images on terrain

    Dude, thank you so much! This finally helps me to understand this whole thing and make it work like i want it to work. Perfect!

    Thank you very much, and you'll be credited in the project when it gets released :>

    Posted in: Data
  • 0

    posted a message on (Solved) Projecting simple images on terrain

    Okay, first of all thanks for helping me on this one, i've read many posts from you while i was searching things related to this topic and i'm pretty sure it's annoying after a while to repeat everything to new people asking basically the same questions.

    Nonetheless i'm just not able to figure this out, even after reading through tons of threads and tutorials aswell.

    So, i've scrapped the decal idea and moved on to splats. Seems like the easier variant even though i'm still not able to produce something satisfying.

    I looked at your infest_creep map and tried to understand the process. So far i've been able to recreate some things but i kinda don't really understand it, and besides that all of this is connected to a behavior what makes it a bit counterproductive since i don't want to add a unit first to attach said behavior.

    Right now i just copy&pasted parts of your map, added that behavior to an SCV and changed the effects to behavior.create instead of .on, and now the scv drives around with the texture around it - but annoyingly enough, the scv scales with the settings and im just confused more as before..

    Trying to create that splat at a point seemed like the best idea, but that just didn't work - and i don't understand why. I create a nuke splat, try to change it's texture by id per actor message but then just nothing shows. Except an error telling me there is no slot main.diffuse to refer to. Trying others didn't result in anything other than different errors and no texture showing up.

    This is probably asked too much, but you obviously know what you're doing when it comes to this texture swapping thing etc., could you maybe create a simple map and try to create what i'm looking for so i'm able to understand this? I've been sitting here for hours now and i just cannot do it :<

    To recall what i've been trying to achieve, all i want is to set up a point and show a clear unchanged (glow or tint wise) imported picture, possibly via trigger.

    I really hope you, or maybe someone else is able to help me here since i'm getting kinda insane trying to work this out... :x

    Posted in: Data
  • 0

    posted a message on (Solved) Projecting simple images on terrain
    Quote from DrSuperEvil: Go

    You set the decal model up so it could be texture swapped?

    Under actor events use a Set Team Color event action to set all the HDR multipliers to 0 and then a Set Tint Color event action to adjust the HDR multiplier of your texture.

    Read the texture select by ID tutorial since slots are whatever you choose to use to refer to a specific texture and is all in how you set the model up.

    Yeah, i've placed a decal so i can swap it's model and have my texture in it's place.

    I've tried to change the glow now like you've said but that leads to no satisfying result. Yes, i can lower the glow with it, but as soon as i set the HDR to 0, the texture just doesn't show at all anymore. Setting it to 0.1 or 0.01 does not work aswell since it makes the whole texture transparent. So this seems not to work, at least in this way.

    I've understood the slot part, but the normal decals simply don't seem to use any slots what "forces" me to use the protoss decal.

    I'll try to use the actor events now on the normal decal to see where that leads me, but so far i'm running in circles :<

    If only i could refer to one of the normal decal's variations, but like i've said these don't seem to have slot's assigned...

    Posted in: Data
  • 0

    posted a message on (Solved) Projecting simple images on terrain

    @DrSuperEvil: Go

    Hey, thanks so far.

    I've checked that map, and i just had to correct the queen's commandcard and it worked. At least i saw the big area symbol after "upgrading" the tumor.

    But, and this is what i wanted to try before i try that way, i'd like to work with triggers here since it's easier in the end to add content this way and so i read the thread you mentioned.

    So, i tried the very basic idea of how i thought it might work out.. I created a "texture" (some lines in paint.net, saved as .tga, converted to .dds), imported this picture and created a texture out of it.

    Then i placed a decal doodad on the map, added a trigger like this:

    Actor - Send message "TextureSelectById testDecal" to actor (Actor for decaltest [54.50, 56.50])

    And expected it to work, but ofcourse it does not :< Would have been to easy anyways.. ^^

    So far i think it might have to do with these "slots" but thats just an assumption.. Is there even a way to make it work like i want to, or do i have to change the unit's/doodad's effects manually?

    edit: after some more testing i've been somewhat successful, but not really..

    I've been able to change out a "protoss decal" to my imported picture with the use of the posted trigger. I really just had to refer to a valid slot on my texture, in this case generic01 for that specific decal variation.

    Problem now is, these protoss decals are glowing heavily and if i replace the texture it glows aswell, and i did not find a way to disable this glow. (don't know where, there is nothing in the doodad's effects)

    Doing all of tis on the normal decal though seems not possible because the normal decals seems not to have slots that i could refer to. Where the Protoss Decal has slots for every of it's 6 or 7 variations, the "normal" decal with it's 29 variations does not have any slots declared i could refer to.

    Any ideas?

    Posted in: Data
  • 0

    posted a message on (Solved) Projecting simple images on terrain

    Hello.

    Another day back on SC2 Mapping, another probably very stupid and easy-to-answer question to be asked.. I've searched a bit but all i've found is either connected to something different (team decals for the clan features etc.) or just makes no sense/has no real answer so far. So i've decided to create another thread asking for help.

    What i want to do is seemingly simple. I want to take a picture that i've created in photoshop and just place it onto the terrain. That's it.

    So, thinking about it i've considered checking out how the decals work - and i'm talking about the editor decals, like arrows, 'do not enter' sign's or the protoss decals that all are basicall just a picture that's placed on the terrain. Having a look at them in the data editor confused me more than gave me answers though since they seem to consist of one model (even though they have several variations) but that model is empty..

    Ofcourse, i am totally not understanding how they work and that's now what i'm asking for.

    Also, while searching i've seen people saying to use 'splat' actors instead of decals due to low graphics settings making problems on decals, but then again this is something that i'm not understanding either :/

    I've tried to place a splat actor per trigger at a designated point, but it just never shows ingame (my settings are maxed out), and the splat's that i could choose from were all building related, the ground textures i guess, but nothing seems to work or show up here.

    Anyone able the help me out on this one, explaining how i could simply add a fricking image to the map?

    Thanks!

    Posted in: Data
  • 0

    posted a message on (Solved) Fixed Building Placement

    Hey there, thanks for the answer.

    Weirdly enough though i've been successful already trying out some things on my own, and the final result does not need vespene behaviors etc. in any way.. So, since your thread is a year old by now, maybe it's outdated and somewhat fixed?

    All i did was the following:

    - Duplicate a building (sensor tower in my case since i needed a 1x1 footprint, the object that will be the place where you can build seems to need structure properties though (dunno which exactly))

    - Set the duplicated sensor tower as the "object" you want the other building to be built on (here i took the original sensor tower, set the duplicated in it's 'built on' setting and done)

    ... and it works.. Simple as that :D

    Posted in: Data
  • 0

    posted a message on (Solved) Fixed Building Placement

    Hello everyone.

    I haven't been mapping for a while now but recently returned since i've had an idea for a pretty neat project.

    I#ve got a probably pretty simple question that i've tried to search for before creating this thread, but wasn't really that successful mainly due to not knowing what to search for exactly.

    So what i'm looking for right now is simply a "how-to" explaination on "fixed building placements".

    I want the player to place a building, after some conditions are met, only on a specific predefined place.

    Anyone able to help out on this one?

    Thanks a lot!

    Posted in: Data
  • 0

    posted a message on Dependencies Question and Reliable WASD Movement
    Quote from wargirlwargirl: Go

    OMG!!! Stargate Galaxies im a big fan of the game P. Glad youre back! Cant wait to see what you will come up next!!!!!!!

    :D Hey, thanks but i am pretty sure you're confusing me with someone that took my idea and made it into a playable game.

    I heard already there is some Stargate map based on my POC, but sadly i have nothing to do with it :/ I really haven't worked on anything SC2 related in the last.. phew 3-4 years? And sadly that Stargate Galaxies Project is pretty much dead since i lost contact to nearly everyone on the team and have not thought about picking up work on it again.

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