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    posted a message on New Ghost animations

    i dont have beta, so im stuck at patch 10. haha. :( if i head about some new editor functionality maybe ill splurge and get a beta.... or just redownload it.... who knows..... i saw the phoenix got a big revamp too. not that this is a melee forum, any new editor functionality or updates that have been logged when it patched?

    Posted in: Miscellaneous Development
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    posted a message on Actors and how to Link them

    @ezbeats: Go EDIT: i know about the impact map and events fields pretty well i think. i have some actors that arent showing up connected but through editingthose fields i was able to get the desired effects / sounds at the appropriate points i wanted. but then i just copied them right over, changedthe efects, and thought by changing the events tab to new spells for different units they would hopefully react how i watned, but they arent showing up on certain units. im at a loss-

    Posted in: Miscellaneous Development
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    posted a message on Actors and how to Link them

    Im having a hard time understanding how Sound / Action class actors are linked to their respective either a) parent actor or b) parent unit. ive got action and sound actors that are explicitely link to my hero units, they make the 3d sounds and effects for the abilites they use. but they dont show up on the units tab as being 'attached'. if they did i could just 'explain link' and understand how they are connected, but they dont even show up as being connected. anyone else experiencing this?

    Posted in: Miscellaneous Development
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    posted a message on Data Editor Search / Validator and Cliff / Pathables

    so ive got a launch missile effect, but when it goes over cliffs it just goes right over instead of blowing up. i see in the validator there is a pathable as well as cliff greater than and less than function, but i dont get how to use it to make the missile blow up..... and also, does anyone understand the effect 'destroy persistant'. i would figure i would be like an end loop of whatnot, but when i have a persistant set up, that scans say 5 regions, when one of the search effects from one of the offsets goes off, i use a set, do do dmg or whatever the effect i want is, and i put in the 'destroy persistant'. i would think this would effectively exit the loop, but it works for like 2 or 3 fires, then the editor crashes. sometimes it will crash on the first shot, sometiems it will last 4 or 5 shots. any data gurus out there yet?

    Posted in: Miscellaneous Development
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    posted a message on Trigger Never Runs

    sometimes certain functions bug out on map inits. maybe you cant use local vars???? i would just delete chunks (a couple lines, starting with the ddeclared local vars, then just X out what needs them to run or whatever) and check if the "TEXT MAP INIT WORK DAMIT!" shows up. ive run into the inexplicable, and just save your map (maybe as a new version) and start deleting to see where the problem is. it only takes a min tops to figure out what the problem is. maybe not how to fix it, but to figure what is cause the issue at least-

    Posted in: Miscellaneous Development
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    posted a message on model animations.... killing my maps!

    im a big fan of the 'WoW' style of controls, and ive made them work perfectly. even better than wow IMO. but the model animations just dont fit and inevitably just kill the vibe. its gotta not only be functionally perfect, but look perfect and smooth as well or it just wont do it for me. some models such as reapers, templars, look pretty solid and no complaints as their 'back' and 'straffe' animations work well enough to not kill the 'pride' and hence energy to keep pushing when its the 12th hour of the day on the map.... what to do?! i know on hive workshop theyre already working with the models, but i havent seen or heard anything about altering the animations. it wouldnt be that hard to manipulate a model and add in a 'back' animation and and 'straffe' left and right. ive been using the 'turn' right and left for the straffe which kinda works, but as ive said, its gotta look pretty. anyone know of any way to work on this aspect?

    im currently in the midst of a couple maps, but have a 'base' map with the movement/control system and would like to see it perfected so i an really endulge on a specific map. anyone got ideas or in the same boat? boats n hoes gents, gotta get us some boats n hoes. E out-

    Posted in: Miscellaneous Development
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