I've got a question for the experienced model makers out there - how difficult would it be to take an existing Starcraft 2 model file and remove a small portion of it, saving that portion as it's own model? This isn't the model in question, but for example, if I wanted only the lower 'keyboard' part of the model pictured.
Tanks a lot! I got the trigger working, but now I am having some issues with the unit carrying out the attack commands. Here is how my trigger looks in the editor:
and here is the in-game error message that fires when the tank reaches full health. Note that even though the attack commands are not able to be completed, the Move command does succeed.
Trigger Error in
'gt_MiningTankController_Func':The
ability command attack[0] 'is missing
a target
I have edited the flags for this unit so it can only be used for a specific purpose (not to be used offensively), it can only attack 'Destructibles'. Even though the scripted Attack command does not work, I can issue a manual Attack command to the Rocks, and the Tank does destroy them successfully.
Any ideas? I have been testing a lot of things out with this game file, I deleted a bunch of 'Attack Copy 9' etc garbage duplicates (or so I thought) awhile back, I suppose it's possible I deleted something I shouldn't have.
I am working on a map that has a custom model and a custom weapon effect on one of the units. I have the art and everything else showing up properly, but the actual origin point of the weapon isn't coming out of the spot I'd like on the model - it ends up emitting from right below where it should (and ends up clipping and looking ugly in the process). Is there a property that will allow me to move the origin point precisely?
Also, I am having issues getting a trigger to work when a particular unit has been repaired to full health. The unit starts out at 100 health on map initialization, with a maximum of 500. I'd like the unit to (once it has reached 100% life/500 HP) attack two items and then move to a specified point.
The unit never starts to attack so I don't know if the 'move' part will work, but rather then direct him to a unit/structure I'd like to move him to a specified point as well.
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@twentythemage: Go
Bump. This seems pretty simple to do, any ideas?
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@komodo1138: Go
The problem is that he doesn't want to keep a uniform X/Y/Z.
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Hello-
I've got a question for the experienced model makers out there - how difficult would it be to take an existing Starcraft 2 model file and remove a small portion of it, saving that portion as it's own model? This isn't the model in question, but for example, if I wanted only the lower 'keyboard' part of the model pictured.
Thanks!
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Bump for an answer on this one, I am interested as well.
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@Shawn91210: Go
Tanks a lot! I got the trigger working, but now I am having some issues with the unit carrying out the attack commands. Here is how my trigger looks in the editor:
and here is the in-game error message that fires when the tank reaches full health. Note that even though the attack commands are not able to be completed, the Move command does succeed.
Trigger Error in
'gt_MiningTankController_Func':The
ability command attack[0] 'is missing
a target
I have edited the flags for this unit so it can only be used for a specific purpose (not to be used offensively), it can only attack 'Destructibles'. Even though the scripted Attack command does not work, I can issue a manual Attack command to the Rocks, and the Tank does destroy them successfully.
Any ideas? I have been testing a lot of things out with this game file, I deleted a bunch of 'Attack Copy 9' etc garbage duplicates (or so I thought) awhile back, I suppose it's possible I deleted something I shouldn't have.
0
Hello,
I am working on a map that has a custom model and a custom weapon effect on one of the units. I have the art and everything else showing up properly, but the actual origin point of the weapon isn't coming out of the spot I'd like on the model - it ends up emitting from right below where it should (and ends up clipping and looking ugly in the process). Is there a property that will allow me to move the origin point precisely?
Also, I am having issues getting a trigger to work when a particular unit has been repaired to full health. The unit starts out at 100 health on map initialization, with a maximum of 500. I'd like the unit to (once it has reached 100% life/500 HP) attack two items and then move to a specified point.
The unit never starts to attack so I don't know if the 'move' part will work, but rather then direct him to a unit/structure I'd like to move him to a specified point as well.
Thanks for reading.
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@Neocross: Go
Edited, figured it out.