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    posted a message on [Showcase] Taylor Mouse's Models

    @GhostNova91: Go

    Hopefully the animation will at least be helpful for animating the WoW ships.

    Posted in: Artist Tavern
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    posted a message on Trigger condition: How to check if a unit has a specific item in any inventory slot?

    Thanks! That helped a lot. I was able to resolve the issue.

    Posted in: Triggers
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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go

    Unfortunately I don't know anything about modeling, nor do I have the software to do it. I sent you the ship in a PM. I have no idea if it's animated by bones or by other means. I didn't make the ship myself but I did use gimp to make the textures.

    edit: couldn't find the attach button in a PM edit 2: if it uses bones for animation, could it also animate the Heroes of the Storm ships?

    Posted in: Artist Tavern
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    posted a message on Trigger condition: How to check if a unit has a specific item in any inventory slot?

    @FunkyUserName: Go

    Can you give an example?

    Here is what I have so far:

     Barrel of Ale
        Events
            Unit - Any Unit Enters Ale Region
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Ship -  Smuggler  - Unit
            ((Triggering unit) has Ale Contract) == True
            ((Triggering unit) has Ale) == False
        Actions
            Unit - Create one Ale item in the inventory of (Triggering unit)
            Unit Group - Add (Last created inventory item) to Trader Item
            UI - Display "You have picked up a barrel of ale!..." for (Player group((Triggering player))) to Subtitle area
    

    And the response trigger:

     Return Items
        Events
            Unit - Any Unit Enters South Port
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Ship -  Smuggler  - Unit
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Triggering unit) has Ale Contract) == True
                    ((Triggering unit) has Ale) == True
                Then
                    Unit Group - Pick each unit in Trader Item and do (Actions)
                        Actions
                            Unit - Remove (Picked unit) from the game
                            Unit Group - Remove (Picked unit) from Trader Item
                    Player - Modify player (Owner of (Triggering unit)) Minerals: Add 250
                    Player - Modify player (Owner of (Triggering unit)) Vespene: Add 4
                    UI - Display "Ale returned. Granting 250 minerals..." for (Player group((Triggering player))) to Subtitle area
                Else
    

    Will this work with multiple smuggler or will it erase the item (Ale) for other smugglers if one of them turns it in first? Trader Item is a global variable for a unit group. The trigger adds the created inventory item to the Trader Item unit group. When the smuggler reaches a specific region, a new trigger picks every unit in Trader Group and removes it.

    edit: did some tests. This current trigger will remove items for all players carrying that item (ale) if one of them turns it in first. What can I do to avoid that?

    Posted in: Triggers
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    posted a message on Trigger condition: How to check if a unit has a specific item in any inventory slot?

    I recently ran into somewhat of a wall while triggering. In one trigger, if a unit enters a region and has a specific item, the trigger will do stuff. However, I can't find a way to create a condition that will check to see if the unit will have the item in any inventory slot. Is there a simple way to do that?

    edit: My current workaround was to give each item a dummy behavior and have the condition check to see if that behavior exists

    second edit: How do I get the game to remove a specific inventory item?

    Posted in: Triggers
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    posted a message on Win conditions: how to check for leavers on a team

    Thanks! I think the first trigger you have might be better since it may count the AI on each team as a player.

    Posted in: Triggers
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    posted a message on [Showcase] Taylor Mouse's Models

    Is it possible to convert WC3 ship models to SC2?

    Dumb modeling question: if I sent you an already animated ship, is it possible to just "copy and paste" the animation into the WoW ships and save tons of time? The model in question is the wooden ship in the screenshot I posted.

    Posted in: Artist Tavern
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    posted a message on [Showcase] Taylor Mouse's Models

    @TaylorMouse: Go

    Yes! But optimized for Starcraft II. Current WoW models don't work too well aside from being static doodads.

    By optimize, I mean tone the textures down a bit in terms of size since the ships were designed to accommodate players going inside of them (they are huge in WoW), update textures for SC2, and add attachment points so abilities can be properly used (actors for buffs don't "stick" currently and the workarounds aren't ideal for ship battles). With current textures, the lighting is way off. I am not sure why since I really don't know much about modeling.

    Here is a screenshot from my map Empires of the Stormy Seas to demonstrate the use for ship models (the modern battleship model is made by nanakey and Delphinium1987):

    http://i.imgur.com/APSprxR.jpg

    Posted in: Artist Tavern
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    posted a message on Win conditions: how to check for leavers on a team

    I have made a trigger that can successfully detect if a player leaves and disperses money to the remaining players. However. in regards to win conditions, how do I make the game detect if everyone except the AI left a team and then trigger victory conditions for the opposing team?

    Posted in: Triggers
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    posted a message on [Showcase] Taylor Mouse's Models

    Looks really good (both demon tauren and the treant). Could you please either export Heroes ship doodads for sc2 (I know there are difficulties with it as I saw in your other thread but if you happen upon the textures, bones, and etc, I would very much appreciate it) or optimize for sc2 existing WoW ship models by adding small animations, improving textures, and adding attachment points. Starcraft 2 needs ships!

    Posted in: Artist Tavern
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    posted a message on Advice on making mountains

    I didn't know about the texuvset in console. Thanks! I will try this out.

    Posted in: Terrain
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    posted a message on Accessing Heroes of the Storm models and data

    Would adding ships (pirate ship and the other ship) as a model asset on sc2mapster be possible? The mapping community lacks naval ships altogether (WoW ship models are not very good due to size and lack of attachment points and other issues) and this would be tremendously helpful to the mapping community.

    Posted in: Heroes of the Storm
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    posted a message on Advice on making mountains

    I agree about them being lower but I placed air-pathing blockers and it wouldn't make much sense if the air unit flying higher than the mountain can't pass over.

    Posted in: Terrain
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    posted a message on Advice on making mountains

    @GhostNova91: Go

    Thank you! Here is another one I improved after reading the advice in this thread (editor view):

    http://i.imgur.com/GewNN52.png

    I realized I don't really know what a volcano looks like. One thing I found helpful for mountains was taking the Haven tree doodad and shrinking it down so they look a bit more proportional on the mountains (no giant trees).

    I would like to see Weekly Terraining Exercise in the future featuring small mountain ranges. They seem quite challenging to make. The screenshots are from a map called Empires of the Stormy Seas and you can find it on battle.net (NA) if you want to take a closer look at the mountains/terrain. I very very badly need advice!

    Posted in: Terrain
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    posted a message on Advice on making mountains

    Thanks! Here is the editor view of the mountain-lump:

    http://i.imgur.com/QcFXjOL.png

    I think one issue is that if you stretch the terrain, the textures will stretch too. Is there a way to disable that or is it hardcoded in?

    edit: I have to make my mountains tall enough to convincingly be a visual air-pathing blocker as well.

    Posted in: Terrain
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