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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    Alright... I must warn the GUI seems pretty messy. Not horribly so, but, I can't say I'm a fan of using "Pick every unit" group actions, but I use it a lot in this unfortunately, so I might eventually rewrite this in galaxy (if/when I find a nice editor like JASSCraft for WC3) Anyway, current features/controls: -select units, press + on numpad, it will form a group. an observer controls the group, and the observer's health represents the group's current/total -select units, press - on numpad, it will remove those units from the group, and the group will reshape as necessary -all units' speeds are set to the slowest member of the group, so the group won't lose formation when moving (However, I'm not sure that this feature undoes itself... I used set movement speed to unit's default, but it looks like it [or maybe I'm imagining] does not revert back to original speed) -units become uncontrollable, but not unselectable nor hidden health bars because I figured if this were ever to be utilised in an actual map it would be more practical for users to be able to view each unit's health, attack, or whatever information they might acquire from selecting. -the reason health bars still exist and they still act as individual units is to maintain the balance of individual units instead of buffing/lowering based on a group average (also more practical for a "real" map, or so I imagine) -all basic movement features accounted for (attack/attack move, move, patrol, hold position, etc) [but I don't advise in patrolling, due to resulting in complete madness.] -group will reform the formation (if it is broken) if the observer is stopped [but will not reform if they're holding position.] -works for up to 1000 groups in one map

    I never got around to making it so you can combine groups or add units to groups, but I realised that'd require a rewrite of the group create trigger, so.. If I rewrite this in galaxy, it will exist only then :P

    [edit] oh look at that, this forum doesn't allow page breaks... excuse the fact it's a block of text.

    Posted in: Triggers
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    Is this still going? :P I was bored. Needed something to do. (I realise it's ages old, but it's still on the front page, so hey why not?) What mine currently does is when you press + on your numpad, it will put the selected units into a square formation, you will lose control of those units and gain control of a new controller unit, which as the name implies, moves the army around. All that works soundly. Planning on making it so that the health of the controller represents the group (Not sure what I'll do about shields, seeing as it works for any mix of units...), and uhh.. - will eventually disintegrate the group, when I'm finished with the other more important stuff. Any advice for how to screen cap? [not a huge fan of fraps, but if it's the only option I got...] If I get around to recording it, perhaps some suggestions from everyone as to what I can/should add?

    Posted in: Triggers
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    posted a message on Making air units Roll sideways

    @BorgDragon: Go

    I've read that already, but it's useless if you want to trigger it, like I said I was doing. I need to finely and specifically adjust the roll, not just cause it to roll X degrees, and I don't think it's practical to have a behaviour that rotates it like .1 degrees and applying it 3600 times lol. It's a useful tutorial for abilities and such that you want to make your dude roll with, but... well, it feels like a bit of a bandaid. We should be able to manipulate the roll of actors with only a trigger, like we can yaw and pitch.

    There's simply just gotta be a really easy way... The fact that pitch and yaw can be adjusted super easy with one action but not roll seems mighty odd. Perhaps the action is has missing/broken functionality, but knowing Blizz there's some stupid hidden way to do it. I'm thinking it has something to do with the pathing planes, seeing as it likes to lock the roll based on the pathing plane, unless modified by a behaviour... Because ground pathing plane adjusts the roll accordingly, and air pathing plane leaves the roll always flat. So perhaps it IS changing the roll, simply it's being changed back based on the plane it exists on, much as site ops banker breaks the rocker actor due to, presumably (see: wild guess based on knowing what it does), setting its roll back to being flat instantly. So eh... Yeah... Let's make this work with triggers? lol

    Posted in: Data
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    posted a message on Making air units Roll sideways

    I need to do the exact same thing, except with a ground unit [specifically the Hellion], which does not have the SOpBanker thingamajigger. I've been modifying its pitch and yaw successfully, but roll doesn't seem to want to do anything...!

    Edit -> I've been using triggers to do so, sending the actor a message to set rotation, and it appears even on an air actor with removed SOpBanker modifying roll through this message does not work... Although I've also discovered modifying values in SOpBanker has some pretty hilarious results. Also I figure it's important to mention that I need to set the roll to a specific value, one which the triggers are calculating... So I can't just use a behaviour to set the roll, unless there's a way to change behaviour values with triggers?

    Posted in: Data
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    posted a message on M3 importer/Galaxy Edit export materials n such.

    Sorry for the title, I'm not really sure what part of all this is my problem.

    Anyway, for reasons too long/boring to explain, I want to cut the Jim Raynor marine in half. So far, I export the M3 from galaxy editor, cut it out in 3ds Max, then export. All goes well but he has no materials. The reason he has no materials is because it fails on import, seeing as I only exported the .m3 from the GE. So, my question is really any of the following 1) how can I export materials along with a model or 2) how can I make my material-less model have the same materials are the original Raynor marine orrrrrrrrr 3) how can I import a .m3 without removing the materials but instead having them broken (but fixed IG since the files will be in the mpq)

    TL;DR - how can I maintain the material files from a SC2 model when modifying it in 3ds Max?

    PS: Used the tools from this site for import/export, nothin' shifty.

    Posted in: Third Party Tools
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