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    posted a message on Ok. How exactly does the whole (terrain) texture thing work?

    I think it has to do with the channels or something along those lines... I only briefly did something in the past with textures so I don't know much more. But maybe that will help someone else answer or something.

    Posted in: Terrain
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    posted a message on Unit Scaling?
    Quote from bobo9696: Go

    Thanks for the help, I've changed the actor of "Supply Depot"'s scale "Y" to 2, but it didn't get any bigger.. I also tried changing the "Radius" of the "Supply Depot" and it didn't effect how units interact with it in game. Same thing with the unit's vision/sight. :(

    Y would only change the height if I am recalling correctly. If you want it to be the same proportions you should change all of the numbers to the same amount. Try putting x,y,z all to 2.0 or something and it will change the size.

    Posted in: Miscellaneous Development
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    posted a message on Unit Scaling?

    Hit F7 (to bring up the data window) go to the actors tab. Find the unit model that you want to scale, and find the "Scale" field. Change that number and it modifies the scale of the unit (I believe its basically percentage wise). Let me know if you need more clarification on that.

    Posted in: Miscellaneous Development
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    posted a message on Possibly a Jurassic Park style map

    @bradleo: Go

    I played the ones on wc3 that had the models of various dinosaurs. I wasn't very fond of those if they are the ones your thinking of. Those were more... "stay alive in a hut while dinosaurs eat your brainz" type of maps. I would want this to be more involved with each player. Not sure how it will turn out though. Working on terrain right now.

    If anyone has suggestions as to what unit they think would be good for various dinosaurs that would help as well. I have a few ideas, but most of the SC2 units don't look much like any sort of dinosaur :P

    The general terrain is done, just need to add some details and some other things.

    Edit: I am going to give each "team" an advantage in their own area... For example: For the raptors I have put in the line of sight blockers, as it mimics a tall brush/grass area for their nest. However the LoS blockers do not block their sight, and it will block all other units' sight. The humans will have barriers and are located on high ground.

    I am not sure what I will do for the other 2 distinct teams I have, and I am still considering adding another team.

    I think the raptors will most likely be hydralisks. Trex probably ultralisk. I was thinking a Stalker might make a good herbivore, but not entirely sure for the rest.

    Each race/team will also have certain abilities that will match what they are perceived to be like. I will probably make hydras into a melee unit, and give them the charge ability as an example.

    Please feel free to share your thoughts on this, I am open to criticism so if you think the idea is stupid or great just let me know.:)

    Posted in: Project Workplace
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    posted a message on Trying to make unpathable air
    Quote from varkarrus: Go

    I tried using No-Fly zones. They had absoulutely no effect, even increasing the radius did nothing. For now, I'm just going to continue letting air units pass through.

    Did you try increasing both the soft and hard radius? I just tested this to try and help and it worked fine on the first try. I put a no fly zone, went to the properties, changed the hard radius to 10 and the soft to 12. I would assume the hard radius is where the ship would be awkwardly stopped, as in it would not be able to go past at all, and the soft is probably it will start to be pushed a bit but not really forced away. So try a hard radius for sure, and a soft to make it look a little better. (These are my assumptions of what each one is, I am not 100% sure.) Let me know how that goes.

    If you did something exactly like that then I'm not sure, maybe post a screenshot or let us know some more details.

    Posted in: Miscellaneous Development
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    posted a message on Changing Archon Warp to use 3 High Templar?

    After looking around in the editor my guess is that MasterDinaDan is right and it is probably hard coded in there. Maybe use triggers or something instead? I'm not sure what else to say, so good luck with it.

    Posted in: Miscellaneous Development
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    posted a message on [Help] use VoidRay Beam animation for a builder

    I believe you would want the "void ray attack" actor. I tried to make a unit use the mothership beam attack, and ended up making it work other than the fact that it would continue to shoot after the unit was dead (I also used the mothership's persistent beam so it functioned like the VR's) Since you don't need the damage you wouldn't need the damage effects tied in.

    I don't think that will help much to be honest, but it might.

    I would tell you everything I did with the mothership attack but I deleted it all because it frustrated me quite a bit trying to get the beam to stop when it should have-so I scrapped that and moved on to a different option.

    Posted in: Miscellaneous Development
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    posted a message on Possibly a Jurassic Park style map

    I am thinking of trying to make a Jurassic Park style map.

    There was a few versions in SC1 of these maps, I don't think they were largely successful. However I enjoy the theme and though it might be fun to have a map where its man vs. dinosaurs + different types of dinosaurs are against each other as well.

    A lot of the ideas I have derive from those maps I played but I would like to improve on them and make them more fun.

    The general idea would be you have the humans stationed on an island. They could have some specific goal that I don't know of yet. Then you have the T-rex, velociraptors, herbivores, and possibly one other group on the island. Each category there would have a team of 2 or more most likely.

    Each group would have unique abilities and units. I doubt I would change any models unless someone was willing to make models. I have little to no experience with that at this time.

    Another main idea I had was that each type of unit would drop a certain amount of food. Food could then be brought back to the dinosaur nests to help "raise young" or something along those lines. (For example humans would give a small amount of food, while larger more meaty units would give larger amounts of food)

    Some of it may sound silly but I think if done right it could work out nicely. I am open to critique and opinions/thoughts on this. Thanks for your time and input!

    -iHR

    Posted in: Project Workplace
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    posted a message on [Video, Galaxy] Beginners guide to galaxy editor

    Thanks for making those, it helped me figure out a lot of the basics that were hazy to me before. Its also good to let people see some little tricks and such.

    Good job :)

    Posted in: Tutorials
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    posted a message on How to import custom units?

    Thank you both, I will probably use that in the future :)

    I didn't have any problems with the links break though. On my initial try I copied an ability first, then the unit, then actors- weapon -effects-behaviors or something close to that, and the unit worked fine. I may have just gotten lucky lol

    Posted in: Miscellaneous Development
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    posted a message on How to import custom units?

    I found a solution to this... so thought I'd post it in case other people have the same question.

    Just wanted to say I just found a way to do it. If you right click a unit/ability/behavior/weapon/etc you can just copy it, then open the other map with the window tab go to that tab on the data sheet, and paste it there. It seems to be working just fine by doing this although its tedious. (you can also copy multiple things in the same section and move them at once).

    The transfered unit is fully working too, you just have to make sure you copy all of the abilities/weapons/behaviors/actors you need.

    Posted in: Miscellaneous Development
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    posted a message on How do I use queen ability to spawn lava on any building/unit?

    I'm not 100% sure at all on this, but I would think you need to add the spawn larva behavior to any units/buildings you wanted to be able to spawn them.

    Thats just a guess... maybe try that (add the spawn larva ability to some random building then test the queen ability on it).

    Also did you check the effect's validator? There is a choice that says "Is hatchery lair or hive" so if you took that out maybe. (That may be the validator your talking about that you used, but just saying that in case its not).

    Posted in: Miscellaneous Development
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    posted a message on How to import custom units?

    I made custom hero units on a map, but I was mostly just figuring things out with it. I was wondering if there is a way to import those units to another map so I can use different terrain/map size and whatnot.

    Thanks for any help.

    Posted in: Miscellaneous Development
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    posted a message on Possible to make Pylons power allies?

    Is it possible for someone to make it so a pylon or pylon type unit would power teammates? And/or make it so allies could warp units to the pylon/power unit?

    If so please let me know how, thank you very much :)

    Posted in: Miscellaneous Development
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