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    posted a message on Heart of The Swarm - first fan-wallpaper

    @Existor371: Go

    Looks great except for the 'flame eyes', which are kind of silly.

    Posted in: Art Assets
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    posted a message on SCV with model change, won't carry harvested resources

    @alejrb: Go

    I don't understand what you are trying to say Rasive. What's up with that unrelated link?

    This may be an important bit of info: the modified SCV is now a flying unit.

    Posted in: Miscellaneous Development
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    posted a message on SCV with model change, won't carry harvested resources

    Hello! I've duplicated a SCV and changed it's model to the Port Junker (looks like a flying MULE sort of), when I command this unit to collect minerals or vespene it does so successfully, but when it pops out of the refinery or stops harvesting the little harvested resource model that the SCV usually carries appears (in an appropriate spot too!), but does not attach to the unit. When the unit moves away, the resource model remains behind (and then fades out 5 seconds or so later)

    Do you know how I would allow the harvested resource model to remain 'on' the junker as it moves to return it's cargo?

    Obviously, as this is the last day of the contest I very much appreciate your responses!

    Thanks folks.

    Posted in: Miscellaneous Development
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    posted a message on Nano-Repair behavior: usable by more than one unit on a single target?
    Quote from Titen42: Go

    I did the same thing for the medics heal.All you need to do is go to the Nano Repair (Create Healer) effect.Inside there remove the validator that says 'no markers' and you should be good to go!If you have any issues please post back.

    You know, I saw that and wondered what it did, but thought it was best to leave things that I have no idea what they do alone. Verified working, this is how to do it. Thanks a ton!

    Posted in: Miscellaneous Development
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    posted a message on Nano-Repair behavior: usable by more than one unit on a single target?

    Hi,

    I have 4 units with the Science Vessel ability called 'Nano-Repair', which is very similar to Medivac Heal, but for mechanical units (if you didn't already know)... the problem is that when I have more than one of them attempt to heal the same target, an error message of 'can only be targeted by one unit at a time' or something very similar appears.

    I know that multiple SCVs can repair a single mechanical unit, does anyone know how to configure Nano-Repair to do the same?

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Preventing a unit from unloading cargo

    @Chroyst: Go

    The cargo carrying unit is controllable by the player during gameplay, so the commandable/uncommandable trick won't cut it. :(

    Posted in: Miscellaneous Development
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    posted a message on Preventing a unit from unloading cargo

    Hello, I have a unit that has the Medivac load/unload ability... I have taken the ability off the command card because I don't want the player to load/unload manually, this is all done with triggers. Problem is that the user can still click on the unit icon in the cargo hold to unload the unit. Does anyone have any idea how to disable that?

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Another save bug

    @s3rius: Go

    Whenever the editor starts to act weird SAVE, QUIT, REBOOT. Works every time.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How can I rotate a turret with a trigger?

    @FraindorX: Go

    pity bump.

    Posted in: Triggers
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    posted a message on Cinematic mode does not remove fog of war & Upgrades crash Editor

    @Flintenzwerg: Go

    I use the action:

    Visibility - Disable Fog Of War visibility

    in my triggers to turn off the fog of war when needed. Just add in another action to enable it later if you want it back on.

    Posted in: Miscellaneous Development
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    posted a message on Would you even want your map on first page of the popularity system?

    @Mozared: Go

    To answer the question posed in your thread title:

    Yes.

    Posted in: General Chat
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    posted a message on How to make $$$ from maps

    @b0ne123: Go

    I think that part of the Blizzard mapmaking competition is to start to set the bar for what will be considered 'good enough' for the premium map service. These maps are likely to be sold for 99 cents, 1.99 each etc, for that price there is no way in hell that there is going to be a requirement for 100% original content... maps are just going to have to be GOOD, not wholly unique, in my opinion.

    Posted in: General Chat
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    posted a message on Beta Maps to Actual SC2 Version

    I've read a lot of tutorials that say to do "X" but the terminology or location of that particular setting has changed since the Beta editor... I am assuming that if you open up your triggers you are going to see a lot of default values, your best bet is probably to go through and fill in all the missing stuff, or to start a new project from scratch and copy/paste in the stuff that still works or could be made to work with minimal effort.

    In short - you are probably hosed and will need to start almost from scratch.

    Posted in: Data
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    posted a message on Custom Unit UI?

    Hi, let me briefly explain what I am trying to do -

    I have a 'Bunker Hub' that units load into, once they enter they are automatically spread out amongst the various bunkers on my map via triggers. What I'd like to show on the Hub is a simple line of text that says something like:

    Units in Bunker System: <Variable#>

    Where each time a unit entered a trigger would increment a variable by 1 and by extension the text shown when clicking on the Hub. Ideally this text would appear in the bottom middle of the screen, in the area to the right of the wireframe image. This structure has no UI flags checked (cargo/health/energy/shields) so there is a big wide open area to drop this in. Units are also not allowed to be unloaded, so this value wouldn't have to decrement.

    Any ideas? I did a search but couldn't find what I was looking for... thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on Filling out a region

    @Paaage: Go

    Create 20 points and spawn a mineral field at the specified point via a trigger should work. This will allow you to respawn minerals as needed at the specified points.

    Posted in: Miscellaneous Development
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