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    posted a message on Moving random units in a straight line

    @James7285: Go

    In your case:

    UnitIssueOrder(lv_unit, OrderTargetingPoint(AbilityCommand("move", 0), PointWithOffsetPolar(UnitGetPosition(lv_unit), lv_distance, lv_angle)), c_orderQueueReplace);
    

    (lv_unit is your unit, lv_distance is how far you want it and lv_angle is the angle)

    Posted in: Miscellaneous Development
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    posted a message on Making a unit play Walk instead of Walk,Fast

    You can edit the default "walk" animation and that is usually what people would respond here on sc2mapster.com, but hey, if you want to control it its much easier to just do it the way it should be done. So let me tell you how things work.

    If you open the previewer (Ctrl+Shift+V), and select the marine (for example) and look at his animations you will see things like http://img409.imageshack.us/img409/4346/animationgroup.jpg

    "Stand"
    "Stand Dance"
    "Stand Left"
    "Stand Ready"
    etc..

    each of these "Stand" animations are called "Animation Groups", it means that "Stand Ready" is a part of the "Stand" animation group.

    So say you want your Marine to always play the animation subgroup "slow" you can do it by sending the actor message: "Animation Group Apply: Slow" if the timing is off just fix it for the specific animation. And if you want him to run again, just apply "(none)" as animation group.

    Posted in: Miscellaneous Development
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    posted a message on Default Game Camera Location - How to Change

    @Siaon: Go

    im not 100% sure what the problem is here?!
    Putting a "Pan Camera" or "Appy Camera Object" in the very beginning of the map would be exactly the same as having a function in the editor where you could set the start position.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Footstep sounds

    @IskatuMesk: Go

    Eighter people are lazy or have not tried messing with model events.. But... Your event seem correct but maybe the soundlink is wrong!? Anyway, i have made a little demo for you with a marine with footstep sounds. (note that i use 2 events since the model loop is 2 times movement cycle and the sound is only 1)

    Rightclick my event and hit copy, then the same and paste into the reaver and then you just need to adjust the timing.

    Posted in: Miscellaneous Development
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    posted a message on RPG Map with Dungeon

    @glomby: Go

    Nice!

    I can see you need to do change some priority flags on some of the models (to avoid that fade in/out when you get too close) But keep up the good work.

    Posted in: Project Workplace
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    posted a message on Import models in 3rd max
    Quote from BurningTemplar: Go

    @CheddaCheeze: Go

    Yes but how can I import doom 3 models in 3ds max/galaxy editor? Need I the plug in? help please

    tFighterPilot and CheddaCheeze just answered your question.

    A: If you want to import ANY model from ANY game you need a plugin for 3D studio Max.
    B: You get the plugins by google'in them... Let me do it for you: http://tinyurl.com/22uvdcs

    Posted in: Artist Tavern
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    posted a message on Terrain Artist! [Picture Heavy]
    Quote from walshie02: Go

    The map lags to much for FPS. this is a small part of it. um up to 6000 doodads.

    If you are going to singleplayer and don't want to compromise your viewdistance then you can just make a levelstream trigger and use fading. Then eighter use global streaming or set up signal events for every polygon/texture-heavy model.

    Could be even cooler with LOD based fading, using quater res files, but just a basic fade system is what you could come to expect from good looking games today.

    Quote from Xenothral: Go

    After looking on this forum at you guys making nifty things I decided I'd try to make a nifty thing in my map. It's just a small cove with some defenders, but I'm not sure what else to put around it to make the feel more kind of lost in the wilderness.

    So simple, yet so epic! Good job there!

    Posted in: Terrain
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    posted a message on [Terrain] Large Circle

    I would recommend to anyone want to do this to use CheatEngine as its very noob friendly.

    Posted in: Terrain
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    posted a message on [CheddaCheeze] Terrain Showcase [Picture Heavy]

    Like the first 2, they make me think of a goblin mine or so.. Very "Adventurish" Nr 3 could use a bit more view, but nr 4.. well not much for nr 4.

    Posted in: Terrain
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    posted a message on [Data] Flipping Doodad
    Quote from TheKC: Go

    bump incoming!

    When do you expect the arrival of that bump?

    Posted in: Data
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    posted a message on Importing Picture Problem

    @TahoeRacer: Go It doesn't have to be tga. Just remember to save the map once you import it, else you won't be able to ust it.

    Posted in: Miscellaneous Development
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    posted a message on Removing team colors from marine

    They are defined by transparent areas on the texture

    Posted in: Artist Tavern
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    posted a message on [Terrain] Large Circle

    The editor have no limit on the brush size in the code so with a little hacking skill you can change it to anything you want. (you need to change 2 floats, 1 being the actual brush size the other being the half sized outline)

    If you want I can do it for you, just send me a map file and tell me how big you want it.

    Posted in: Terrain
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    posted a message on Skybox is not setting?
    Quote from DoubleElite: Go

    I'm trying to set a Skybox with triggers, but only one works.... am I doing something wrong?

    Try extending the farclip on your camera (3000+)

    Posted in: Triggers
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    posted a message on Catalog Set Limitations?

    @raydude714: Go

    Everything you can do in a spell can be changed here.

    Posted in: Triggers
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