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    posted a message on How to achieve the High Templar/Void Seeker Shadow Tracing Effect?

    Hello, i would like to know if one of you experts know of course how can i achieve this tracing effect that the hight templar and void seeker have when they move. High Templar has it all the time, but Void Seeker activates it whenever he uses his Psitrous Oxide ability. This ability increases the speed of the Void Seeker and causes it to leave shadows. This is exactly what i want but with other units. Is it possible to achieve and how exactly? Thanks. Examples are welcome as always.

    Posted in: Data
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    posted a message on Trigger To Keep the Inventory Window Open

    Do you guys know whats the trigger to keep the inventory windows open. Containers and stuff. Also if you know the trigger to set which container will take items first no matter what order. That should be awesome too. Maps with examples help a lot and makes things more easy too. Thanks.

    Posted in: Triggers
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    posted a message on Could Not Find e_attachShield Error [SOLVED]

    Thanks Terra Azurre. You did it again. Question. Is there a way to do this via triggers so i can apply it to all units? Just wondering.

    Posted in: Data
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    posted a message on Could Not Find e_attachShield Error [SOLVED]

    @DrSuperEvil: Go

    So in there is where you attach the shield then? Sop Attach Shield?

    Posted in: Data
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    posted a message on Shield Impact error for non-protoss units
    Quote from Ranakastrasz: Go

    Well, at least it reports the error now, But anyway, Just like before, to make shields show up, modify the unit's model data to add a shield attachment point, and make sure it has a shield radius and shield squib.

    Where do i add the attachment point?

    Posted in: Data
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    posted a message on Shield Impact error for non-protoss units
    Quote from Ranakastrasz: Go

    Well, at least it reports the error now, But anyway, Just like before, to make shields show up, modify the unit's model data to add a shield attachment point, and make sure it has a shield radius and shield squib.

    How do i do this?

    Posted in: Data
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    posted a message on Could Not Find e_attachShield Error [SOLVED]

    Ok, ive been encountering this error everytime i add a unit shield. Why is this happening? Can i fix it? How?

    Posted in: Data
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    posted a message on Is it Safe to import custom assets to your map?
    Quote from Bilxor: Go

    @JEGCPR: Go

    2. It depends on how you're doing the texture swap, but if you're doing it by adding new stuff to the Textures tab then applying actor events, just put a .1 second time delay on the texture swap actor event (via Timer actor event).

    Is not working. I used the timer event. : TimerSet.UnitName TimerSet-1.00000,-1.00000

    and still the new texture on the unit shows only when hovering to place the unit on the map and on the test run.

    Posted in: Data
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    posted a message on Is it Safe to import custom assets to your map?

    Ohh nice. Thanks! :)

    Posted in: Data
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    posted a message on Is it Safe to import custom assets to your map?

    I would like to try to import custom textures found here on sc2mapster but i dont really know if its safe to do so. Wont they screw the map? Also, question #2 : If i do so, what can i do to see the custom textures applied in the editor and not just in the test run. Thanks.

    Posted in: Data
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    posted a message on Immortal Shield Part III. [SOLVED]

    @DrSuperEvil: Go

    Didnt understand it like that. You had to probably been more specific. No worries now. We got it.!

    Posted in: Data
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    posted a message on Barrage Ability Animation

    Thanks Alexander, found the solution was lying behind the unit actor events. It wasn't an added actor attached to the unit actor but inside the unit actor itself. Thanks.

    Posted in: Data
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    posted a message on Immortal Shield Part III. [SOLVED]

    [SOLVED]! ! ! AFTER A DECADE. GOD. Ok. For those u want to know the answer this might be a little embarrassing but at the same time not, cause who would've known. The answer lies in going to your immortal UNIT ACTOR and inside that ACTOR EVENTS, there is where you go and change the behavior it has to your own custom behavior. Then and only then the shield will go on just like it does when it has the barrier behavior on. God. So glad. The answer to all my prayers. I learned this by working the Thor barrage behavior. It works in a similar way. Is not a model addition actor but the actor of the unit itself that has the key. Inside the events of the actor. Man so happy. Good Luck!!

    Posted in: Data
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    posted a message on Barrage Ability Animation

    Hello. I decided to create my own Barrage Ability because i didn't wanted to alter the original one as i usually do. I always want the original one intact as reference. Now here is the problem, I don't have any issues with my persistent effects they are ok, but what i know is that there must be some kind of actor or element that i am missing that is definitely attached to the ability name. I used the original ability and used my effects and it works fine. But when i used my ability even with the original ability persistent effects it doesn't work. So what must this be? This happens to me a lot, hidden actors and stuff.

    Posted in: Data
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    posted a message on How to change the color of the Battlecruiser's defensive Matrix to sky blue ?

    I think you can't probably because of the shields original color. You could raise the HDR but it won't look too good. At least thats what I've noticed. Now, Dr. Super Evil, one of the site moderators, talked to me about texture swapping and that he has a tutorial for that. Look for him, maybe he could help. Good Luck.

    Posted in: Data
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