first: do you want a minimap that only shows a small part of the entire map and is moving itself with the player in the center or a minimap that shows the entire map and the players position?
it seems like the game doesnt check for updates when the editor gets opened.
there is even an option in the editor "check for updates at startup", but its enabled.
when patch 1.01 released i tested it and it didnt update until i started sc2.exe.
i think its a but and it should be fixed, because otherwise its possible to map with an old editor version, what really sucks.
im working on an entire project so videos will come to a later stage. progress is very good.
btw: does anyone know if parameters will reset or not after a wait? do i need to write it in a local variable or is it ok like it is now? (in my tests it worked but i donno if it could be overwritten in mp games)
it seems not to be possible to check if an actor is playing a specific animation (or i just missed it) and the options also seem to have no effect.
so i created an own function that solves the problem
ok i see i need to be a bit more specific to avoid misunderstandings :D
the problem is, that i want a unit to walk backwards and strafe left and right.
a unit can only move where its looking at, so i used the "move instantly" function and enabled blending, so the unit is "sliding" to the new position.
im very happy with that, the only problem is that the unit doesnt play any animation during that and thats a bit strange to watch :D
so, everytime the unit slides left/right or moves backwards i order the actor of the unit to play the walk animation.
but the trigger that checks if the A, S or D key is pressed fires very often, so the animation is played about 20 times a second if i move left or right or backwards. this is what i dont want. so the actor should only play the "walk" animation again if it isnt playing it yet.
i just dont know how to prevent the actor of overwriting the last animation with the new one. it should wait until the first animation is finished.
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@Vexal: Go
might be 0.064 since this is the limit for periodic triggers and waits, but its only an idea^^
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minimaps are quite easy.
first: do you want a minimap that only shows a small part of the entire map and is moving itself with the player in the center or a minimap that shows the entire map and the players position?
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hello,
it seems like the game doesnt check for updates when the editor gets opened. there is even an option in the editor "check for updates at startup", but its enabled.
when patch 1.01 released i tested it and it didnt update until i started sc2.exe. i think its a but and it should be fixed, because otherwise its possible to map with an old editor version, what really sucks.
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@beacon666: Go
you have two points right?
then you add "x of point1" to "x of point2" and same with y. then you create a new point at x1+x2/y1+y2
"x/y of point" are functions.
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what healthbar are you talking about?
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use x and y of point and add it.
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you can also use jpgs for loadings screens.
just import it as an jpg, save the map. then rename the file to "filename.tga" instead of "filename.jpg" and save again.
after that you should be able to select it as custom loading screen and it should work ingame, too.
greez :)
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@peekuhchew: Go
yes. just enable the hidden flag in the buff itself.
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ok thanks guys, im very happy with the movement right now.
has anyone an idea for the missles? is it possible to create missles at a specific point and fire them in a x/y(Z?) direction?
addicionally, is there an ability that could fit to simulate a jump?
greez
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im working on an entire project so videos will come to a later stage. progress is very good.
btw: does anyone know if parameters will reset or not after a wait? do i need to write it in a local variable or is it ok like it is now? (in my tests it worked but i donno if it could be overwritten in mp games)
0
@tigerija: Go
i just have solved it.
it seems not to be possible to check if an actor is playing a specific animation (or i just missed it) and the options also seem to have no effect. so i created an own function that solves the problem
the wait time must fit the walk animation time. it looks perfect now. :) for sure this only works if every player only has one hero/unit.
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noone? =/
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@RodrigoAlves: Go
so what? the official forums are always full of trolls.
blizzard knows that its not perfect and i think they will change it. they will listen to the mappers i hope ~
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@LazyCoder: Go
it seems to be fixed.
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ok i see i need to be a bit more specific to avoid misunderstandings :D
the problem is, that i want a unit to walk backwards and strafe left and right. a unit can only move where its looking at, so i used the "move instantly" function and enabled blending, so the unit is "sliding" to the new position. im very happy with that, the only problem is that the unit doesnt play any animation during that and thats a bit strange to watch :D
so, everytime the unit slides left/right or moves backwards i order the actor of the unit to play the walk animation. but the trigger that checks if the A, S or D key is pressed fires very often, so the animation is played about 20 times a second if i move left or right or backwards. this is what i dont want. so the actor should only play the "walk" animation again if it isnt playing it yet.
i just dont know how to prevent the actor of overwriting the last animation with the new one. it should wait until the first animation is finished.
greez