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    posted a message on Changing ground color? (Green Screen)

    @Dragonshadow: Go

    Not sure how well it would work, but you can import your own texture files. just make a blank green texture file with the right color for your key, then load it in and use it as your ground texture.

    btw, might not work perfectly if the ground is changed by shadows and whatnot.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Observer to Follow

    shameful bump

    Posted in: Data
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    posted a message on [Data]Damageable, but not destroyable building?

    @currydevil: Go

    another potential solution is to work it kinda like the thor, so once it's "destroyed" it changes to an invulnerable unit that has a countdown to repair itself. Then maybe just find a way to require an scv present to work? You could have a trigger disabling the ability while an scv is not near the gate, then enable it when one gets close enough. then just trigger it to stop the scv from doing anything while the gate repairs.

    Posted in: Miscellaneous Development
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    posted a message on [Data] UI - Text that reads Data Editor Data?

    try using the text editor. easier for this kind of stuff, and kinda what it was designed for. If you look at the built in ones, sorting by text length, you'll see that some of the higher ones use references. You just need to figure out how to reference to it. probably like the default Effect.AutoHarvestVespene.Resources added into the text field.

    Posted in: Data
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    posted a message on How To Create A Cloaking Field

    The mother-ship has it set up in a few parts. First, it has a part that searches for any friendly units/structures within a certain radius, then it has a part that temporarily adds a "cloaked" flag to those units/structures,

    What you need is an ability, and the effect should be similar. First, it should look for any number of units/structures within a certain radius of your unit. I'd suggest maybe looking at the beams tutorial for a simple way to do this? Then have that ability set the cloaked flag onto each unit through another effect. of course, than only solves the issue of cloaking them... Not sure how you would uncloak them... maybe another search for units just outside that range and decloak them? except that would screw up units that are cloaked by themselves...

    Anyway, another thing to look into is auras, that might help.

    I'm really too lazy to look this up myself.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Custom Equipment dosnt link to upgrade?

    @MapCrafter: Go

    well, best I could think of is have it linked to the armor or something, so both get upgraded at the same time. But really it's best to find other ways of displaying such information.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    "Animation Done" on the first part formatted wrong, kinda confused me at first. kept looking for it in the wrong place.

    good tutorial, many thanks.

    Posted in: Tutorials
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    posted a message on [Data] Observer to Follow

    @Molsterr: Go

    well, looking around i can see some site operations that might lead me to what I need, I just need to look more at some sort of examples if I could find them...

    Do you think the Brood Lord could have what I'm looking for? I notice the broodlings regen, and are still "attached" in a way to the brood lord.

    I really just need a way to attach it based off of it being triggered with the creation of the observer, so that the observer is attached where it's spawned... maybe ProzaicMuze would be up to the challenge of helping me figure this out?

    EDIT: Actually as well, if I could just make like a certain number of observers already attached to and centered on the main ship, and just have them set to move outwards by a command that could work too (plus have some better visuals in the long run). That way, I could just make it sort of like how the tutorial is, but I'd need to find a way to change the attachment point in real-time.

    Posted in: Data
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    posted a message on [Data] Observer to Follow

    It seems that the Hosting and Site Operations might be the way to go, but I'm unsure of how I could get it to work how I want.. Right now I use a Effect - Target ability to spawn the observer at any point within visible range of the ship, but after that the observers just stay motionless. Even if I could just have and 8 point spawn direction using a command card that would be fine, but I need it to be able to spawn at different points during the game.

    Example, Player one send probe to North, and after that it is continuously north of his ship. Then he sends another one to north of that observer, further expanding his view area. then say he spawns another one, but NW of the 2nd observer. At this point, even while moving around, those observers still follow the ship in relation so even if the ship turns and heads south, the observers will still stay north of his ship.

    Posted in: Data
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    posted a message on [Data] Observer to Follow

    So, I would like have a ship that can launch probes(observers), and then have them follow along in pace with the ship, staying at the same position in relation to the ship, (but not turn with the ship). I've looked at possibly adding it as turrets, maybe through triggers, but I need it not there on the units spawn, and I would like to place it anywhere within view of the original ship.

    http://img163.imageshack.us/img163/3237/42505968.gif

    this is kinda an example of what i mean.

    Just pointing me in the right direction might be enough, I've just been stuck on trying to get this to work.

    Posted in: Data
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