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    posted a message on Blink out angle

    My... that's one big bump... maybe this guy really wants an answer... :o

    Posted in: Data
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    posted a message on Blink out angle

    Hello there mapsterians!

    I've run into a little actor trouble recently, by giving a dark templar the ability "Blink", not the stalker or zeratul one, the protoss hybrid one instead.

    Anyway, it works fine, but for some reason when he blinks, the 'Blink out' actor is always angled 220 degrees, while the 'Blink in' is angled fine, to the direction of the cast point.

    I've searched around but found no reason for this. Keep in mind, when the protoss hybrid is using this ability, it is angled fine.

    p.s. yes I've tried giving him the Zeratul blink instead, since it looks almost exactly the same, but the same issue happens again.

    Posted in: Data
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    posted a message on overmind portrait

    1. Make sure you have the story and campaign dependencies active.

    2. Search for the Overmind portrait MODEL in the previewer.

    3. Go to the data of the overmind portrait, and change the model for the one you wanted in the previewer.

    -Hint- The overmind in the previewer is found under Portraits/Zerg/OvermindPortrait

    Posted in: General Chat
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    posted a message on Kill the Cat, Cat never dies!

    It starts to rain, and the fire is put out. Ant is now drowning from the rain.

    Posted in: Off-Topic
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    posted a message on Revolve a Unit Around Another Unit

    You mean like WC3 frozen throne's Blood Mage hero had? two spheres?

    Well I have been meaning to try to make this happend but never went in to it. In wc3 it was easy since it already existed.

    Posted in: Data
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    posted a message on Certain Units are too shiny

    Did you increase their HDR multiplier? check the unit data under color.

    Posted in: Miscellaneous Development
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    posted a message on adding interceptors to the mothership

    What about the carrier weapon?

    Posted in: Miscellaneous Development
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    posted a message on Host site operations and doodad rotating

    To rotate an object using site operations, you need to use one of the specific site operations known as Up and Forward

    See 'Explicit (Static) Rotation' here to know what to set the operation data to be in order to flip it correctly.

    Posted in: Miscellaneous Development
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    posted a message on Cursor Effects - too high...

    @progammer: Go

    Yes that seems to be the problem :x

    Posted in: Miscellaneous Development
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    posted a message on Cursor Effects - too high...

    @obliviron: Go

    No, it's only in this map, and its not a specific ability, its even in abilities I didn't tamper with.

    Obviously the issue is with attachment and actors, problem is, I don't know where to look or what to look for.

    Posted in: Miscellaneous Development
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    posted a message on Cursor Effects - too high...

    Hi there mapsters.

    I've run into a little issue in my map which I don't know the cause, but the effect is quite annoying.

    All spells' cursor effects (like psi storm, nuke, raynor's snipe) are for some reason have height of 2 or 3.

    They still follow my mouse until I select a target point to cast, but they are just higher, and that makes it impossible to see what units are in the range.

    How do I fix this, because I really don't know how I caused this.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Trigger Checking (Actor Attachment and Destruction)

    Do you need the bubble to move and play its animation? or is it just frozen and then dies?

    Again you can if you like freeze the animation after it is created. In the actor Events + you can use an event ActorCreation and an action - Animation set paused.

    If you want to freeze it in the middle of the animation, and not at actor creation, then the event should be Age Reached

    Posted in: Triggers
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    posted a message on [Solved] Trigger Checking (Actor Attachment and Destruction)

    I'm guessing the bubble's "stand" animation isn't permanent, so you should freeze its animation after its created.

    Posted in: Triggers
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    posted a message on [UltiDrgn]'s Request Corner

    @Klishu: Go

    No, hair is particles, and in this case part of the model which is harder to edit. It doesn't matter much because if the hair will remain while he is spinning it will just cover up his face.

    (hint: if its part of the model in the previewer, such as zealot hair, it's not an actor)

    Posted in: Art Assets
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    posted a message on Set rain to everywhere?

    What you could do is make the rain actor scale increased X and Y to about 50 ( I wouldnt change the Z tho) and place it down randomly on the map.

    Then make a trigger that runs every 0.01 seconds of game time ( might lag a little bit ), and the action will be to move that rain to "Current camera target of player -blank-" which is the center of current screen.

    Posted in: Miscellaneous Development
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