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    posted a message on How to have to people working on a map separately

    I havent tested it but it should work, get a svn server or some other version system.

    Then use a mpq editor open up your map and extract it into the svn repository and commit..

    this way you wont overwrite the other person's changes.... it might be a bit more work but i think it would be worth it..

    Posted in: Miscellaneous Development
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    posted a message on Create custom help?

    @Kueken531: Go

    but if i leave it at (No value) it gets a big X over it and does not seem to do any thing..

    if i try to enable it it just says "Parameter value has not been set (Movie)."

    Posted in: Miscellaneous Development
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    posted a message on Create custom help?

    All i want to do is add some thing to the help dialog but i have no idea how to do this i found the trigger action "UI - Create a tutorial tip with title" but it requires a movie and i do not have one... searching for a sc2 map tutorial about creating help or tutorial gives no good results...

    Posted in: Miscellaneous Development
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    posted a message on Cant move players in lobby?

    @Petoj87: Go Bump

    Posted in: Miscellaneous Development
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    posted a message on Cant move players in lobby?

    Same problem in both cases i tried joining some other map and there it was possible so i must have changed some thing but i don't know what...

    Posted in: Miscellaneous Development
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    posted a message on Cant move players in lobby?

    @Petoj87: Go

    Bump

    Posted in: Miscellaneous Development
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    posted a message on Cant move players in lobby?

    Well the title says it all i can grab players in the lobby but i cant drop then the just jump back to the original position again what setting must i change here?

    Posted in: Miscellaneous Development
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    posted a message on Disable attack and spells when enter region

    After some tinkering i got it to work Enter:

            Unit - Make (Triggering unit) Invulnerable
            Debug - Display "Running Enter Outer Combine Region" as debug output using Type 1, and Do display it in the game window
            General - For each integer i from 0 to (Number of abilities on (Triggering unit)) with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Triggering unit) ability i) != Move
                        Then
                            Debug - Display (Combine ("Disabling ability", (Text(i)))) as debug output using Type 1, and Do display it in the game window
                            Unit - Disable the ((Triggering unit) ability i) ability for (Triggering unit)
                        Else
    

    Leave:

            Unit - Make (Triggering unit) Vulnerable
            Debug - Display "Running Leave Outer Combine Region" as debug output using Type 1, and Do display it in the game window
            General - For each integer i from 0 to (Number of abilities on (Triggering unit)) with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Triggering unit) ability i) != Move
                        Then
                            Debug - Display (Combine ("Enabling ability", (Text(i)))) as debug output using Type 1, and Do display it in the game window
                            Unit - Enable the ((Triggering unit) ability i) ability for (Triggering unit)
                        Else
    
    Posted in: Triggers
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    posted a message on Disable attack and spells when enter region

    Well the title says most of it, is there any way to disable every thing on a unit (excluding movement) and make the unit invulnerable (and revert every thing when they leave the region)

    The invulnerable part i think i can manage but the rest im a bit unsure about..

    Posted in: Triggers
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    posted a message on [How to] Copy Colossus Weapon

    Thanks a lot for this great tutorial!

    Posted in: Tutorials
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    posted a message on Clone Colossos problem

    I did this, I started duplicating(i selected every thing here(do i need the model?) the weapon and making sure that everything pointed right(it did). Then i started by duplicating the Unit and only selecting the actor(not the weapon actor).

    Then i changed Weapon + on the unit and changed Events on the Actor so start and attack animation used the new weapon..

    If i look in my "Link" window when i have selected my unit there are no "orginal" nodes that belongs to the orginal weapon only my duplicated version is there...

    But still when i run the game there is no beam.. but the damage is dealt from the custom weapon (i changed the damage to verify that)..

    What am i missing please help!

    Posted in: Miscellaneous Development
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    posted a message on Disable motherships cloak?

    @booogers: Go

    Just a wild guess try removing it from "Command Card +"

    Posted in: Miscellaneous Development
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    posted a message on Clone Colossos problem

    @sonnert: Go

    But i need to modify the damage of the weapon without changing the original unit

    Posted in: Miscellaneous Development
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    posted a message on Clone Colossos problem

    Im trying to clone a Colossos, and make a mini clone of it, and lowering its damage but how ever i clone it i cant get it to work, i can scale down the actor and it works great but if i clone the weapon and its effects.. but when i attack with it the "beams" are gone!

    Can some one write down how to do it?

    Thanks alot...

    Posted in: Miscellaneous Development
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    posted a message on Brainsotrm- abilties for wc3-like heroes!!

    Zergling 1 - Suicidal Speed - Sacrifce (x HP) increse attack speed and movment speed for a few seconds

    2 - Hard Bite - Bite enemy dealing damage based on hp diffrence (Some nice formula here).

    3 - ????

    Ultimate - Transforms into banling for 15 seconds, while in this form it deals more damage and moves faster, if the "banling" dies while in this for it deals damage (AOE) 25% of its total health.

    Passive - While the zergling is standing still it automatically burrows, when a new command is issued it unburrows and deal 5% of total health in damage to closes unit (some short range here)

    Posted in: Miscellaneous Development
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