Generally, Set objects from the campaign are placed quite far from the place where your cursor is at, and usually also quite a bit lower. If you just want to look at them, you can try hiding the Terrain Cells, otherwise, you can turn them into doodads and raise them to get them back above ground level. Also, several of the Set objects can only be seen from the front, so if you have random rotation when placing them, make sure you're looking in the right direction.
Also, not trying to steal your topic, but this question is pretty close to the one you had, and hopefully my answer will help you :)
Several of the Set models don't seem to work in the editor, and when you try to place them, you only get the placeholder white/black sphere, even with campaign / story mode dependencies active. Anyone who knows why this is, and if you can do anything to actually make them show up in the editor / in game?
Have to say there've been some really nice contributions this week, hoping to get enough time to finish mine tomorrow, but I've been really busy lately. Anyway, great job everyone :)
Seems like I'm of a bit of a different opinion, I actually found Silmarillion to be the best of the books. I love the stories and the world in the LotR trilogy, and the movies are amazing, but I never really enjoyed the way Tolkien wrote the books, in my opinion, he feels too much lika professor rather than an author, and his books were never that exciting the way they were originally written. I guess the reason I like Silmarillion is because it's supposed to be sort of a History Book for the world :)
Haven't got the editor in front of me right now, so this may not be precise, but I'll try to help as much as I can.
Look around for the different models, there's a model named something along the name of "Droppod Droped Model" if you make use of it and play its Stand animation, it should just remain on the ground iirc.
Since my map's terrain broke down with the latest patch, I figured I should be able to export the work I've put into units, abilities and such, any easy way to export the data and import it into another map?
Yeah, that's what I meant, if I took in game shots, it would look much worse since I wouldn't have the graphic settings nearly as high as I can go in the editor :p
Depends, I've concidered using triggers and units, but I prefer working in the editor since it's easier to position the camera, set height of doodads and stuff. Also, my graphic settings for the editor are set to Ultra, which I'm not totally sure if my computer would handle if I actually ran the game.
Woah, really impressive stuff! I'm really noobish with the editor, I just play around with terrain a lot. I was wondering how you did all that. By that I mean the explosions, the long lasers from the Ghosts, and the Reapers in mid flight.
Thanks :).
Generally, what I do to get more control over models is that I create them as doodads, and then play around with their events to make them play various animations, the ghosts with laser lines are specific models (for the ones up on the side of the canyon), and a regular ghost aiming, with a neon light (can't quite remember the name of the doodad) used for the one standing behind the barricade. Feel free to download the map and check specifics if there's anyting else you're wondering about.
Here we go, didn't manage to make anything last week that I was happy with, so ended up not submitting anything, liked this idea though, and think it worked out quite nicely. Anyway, this week I've got a group of raiders ambushing a night time dominion convoy. Screenshots are taken from the editor, but don't think I had any helper models visible :P
Been working on my own map without any problems. Since the last patch owever, if I try to pen the terrain of my map, the editor will freeze, and crash, forcing me to restart the editor. I'm able to edit data or the triggers of my map without any trouble, but trying to do anything with my (far from finished) terrain crashes the editor.
Basically, I'm wondering if anyone has experienced anything similar to this since the last patch, or if anyone has a solution for my problem.
Just to clarify, I'm able to open the terrain editor for any other map, it only crashes when I try to open the terrain for this specific file.
Either you place them on the map and then view them in game, the option I've preferred, and used in my previous WTE, is to find the actor for the doodad (usually environmental ones), and check the Editor Model field, just change this to the actual model instead of the generic doodad one.
Not at the editor right now, but hopefully this is close enough so you can figure it out. For the first question, there should be an action named Move Unit, which instantly moves a unit to another location. If you want the unit to actually walk to the location using its regular movement speed, animations and such, look for an action named Issue Order to Unit and make sure to set it to Order Targeting a Point.
For your second question, the Set Player Resources action you found is the right one. To add to the already existing amount, set the amount given to Arithmetic, and set one of the two values to the amount you want him to gain (1000 in your case) + the other value, which you set to player property (think thats the name, should be able to find minerals or which ever resource it is you're adding).
As I said, I'm not at the editor right now, but hopefully the terms I used aren't too far from the truth.
0
Format didn't work, check the post below...
0
@RodrigoAlves: Go
Haven't got a lot of work to do at my job today, so I'll have a look through and see what I can find.
0
@Pshyched: Go
Generally, Set objects from the campaign are placed quite far from the place where your cursor is at, and usually also quite a bit lower. If you just want to look at them, you can try hiding the Terrain Cells, otherwise, you can turn them into doodads and raise them to get them back above ground level. Also, several of the Set objects can only be seen from the front, so if you have random rotation when placing them, make sure you're looking in the right direction.
Also, not trying to steal your topic, but this question is pretty close to the one you had, and hopefully my answer will help you :) Several of the Set models don't seem to work in the editor, and when you try to place them, you only get the placeholder white/black sphere, even with campaign / story mode dependencies active. Anyone who knows why this is, and if you can do anything to actually make them show up in the editor / in game?
0
Have to say there've been some really nice contributions this week, hoping to get enough time to finish mine tomorrow, but I've been really busy lately. Anyway, great job everyone :)
0
Seems like I'm of a bit of a different opinion, I actually found Silmarillion to be the best of the books. I love the stories and the world in the LotR trilogy, and the movies are amazing, but I never really enjoyed the way Tolkien wrote the books, in my opinion, he feels too much lika professor rather than an author, and his books were never that exciting the way they were originally written. I guess the reason I like Silmarillion is because it's supposed to be sort of a History Book for the world :)
0
Haven't got the editor in front of me right now, so this may not be precise, but I'll try to help as much as I can.
Look around for the different models, there's a model named something along the name of "Droppod Droped Model" if you make use of it and play its Stand animation, it should just remain on the ground iirc.
0
Since my map's terrain broke down with the latest patch, I figured I should be able to export the work I've put into units, abilities and such, any easy way to export the data and import it into another map?
0
@SASCnlAlpha: Go
Yeah, that's what I meant, if I took in game shots, it would look much worse since I wouldn't have the graphic settings nearly as high as I can go in the editor :p
0
@Mozared: Go
Depends, I've concidered using triggers and units, but I prefer working in the editor since it's easier to position the camera, set height of doodads and stuff. Also, my graphic settings for the editor are set to Ultra, which I'm not totally sure if my computer would handle if I actually ran the game.
0
bump
0
Thanks :). Generally, what I do to get more control over models is that I create them as doodads, and then play around with their events to make them play various animations, the ghosts with laser lines are specific models (for the ones up on the side of the canyon), and a regular ghost aiming, with a neon light (can't quite remember the name of the doodad) used for the one standing behind the barricade. Feel free to download the map and check specifics if there's anyting else you're wondering about.
0
Here we go, didn't manage to make anything last week that I was happy with, so ended up not submitting anything, liked this idea though, and think it worked out quite nicely. Anyway, this week I've got a group of raiders ambushing a night time dominion convoy. Screenshots are taken from the editor, but don't think I had any helper models visible :P
0
Been working on my own map without any problems. Since the last patch owever, if I try to pen the terrain of my map, the editor will freeze, and crash, forcing me to restart the editor. I'm able to edit data or the triggers of my map without any trouble, but trying to do anything with my (far from finished) terrain crashes the editor.
Basically, I'm wondering if anyone has experienced anything similar to this since the last patch, or if anyone has a solution for my problem.
Just to clarify, I'm able to open the terrain editor for any other map, it only crashes when I try to open the terrain for this specific file.
0
Either you place them on the map and then view them in game, the option I've preferred, and used in my previous WTE, is to find the actor for the doodad (usually environmental ones), and check the Editor Model field, just change this to the actual model instead of the generic doodad one.
0
Not at the editor right now, but hopefully this is close enough so you can figure it out. For the first question, there should be an action named Move Unit, which instantly moves a unit to another location. If you want the unit to actually walk to the location using its regular movement speed, animations and such, look for an action named Issue Order to Unit and make sure to set it to Order Targeting a Point.
For your second question, the Set Player Resources action you found is the right one. To add to the already existing amount, set the amount given to Arithmetic, and set one of the two values to the amount you want him to gain (1000 in your case) + the other value, which you set to player property (think thats the name, should be able to find minerals or which ever resource it is you're adding).
As I said, I'm not at the editor right now, but hopefully the terms I used aren't too far from the truth.