Dang. Well, here is a video of my custom doodad, if anyone is interested.
http://tinypic.com/r/2r5ti6v/6
It is a modified vortex to look like a black hole. I was going to make a map around it. Hehe. But it doesn't make sense if it doesn't kill nearby units. I could always block the area via pathing.. I dunno.
Your second if-then statement is inside your first if-then statement. Its says If triggering unit is Baneling THEN if triggering unit is hydralisk. That breaks it because the triggering unit cant be two units.
I'm modifying the space platform's skybox in max. When I export the model with the M3 Exporter, the filesize is a lot smaller than the original. In the SC2 editor, some textures are missing/messed up and none of the animations are there.
This happens even when I don't modify anything in Max. Upon importing the model and then immediately exporting, I still get the same result.
I'm trying to spawn the Vortex spell by using the 'Create effect at Point by Player' trigger. I have the effect set to 'Vortex Create Persistent Initial' and player set to 1. It creates the vortex at the given point but when I send units to the vortex, they do not get sucked in. Why is this?
How can you modify a model's animations/particle systems? For example, I've exported the Vortex model (Mothership ability) "SingularityAreaImpact.m3" and imported it into 3ds max. When I press the 'Play animation' button, all the model does is sink for a very brief period and then stop. It looks nothing like what it does in-game.
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Dang. Well, here is a video of my custom doodad, if anyone is interested. http://tinypic.com/r/2r5ti6v/6 It is a modified vortex to look like a black hole. I was going to make a map around it. Hehe. But it doesn't make sense if it doesn't kill nearby units. I could always block the area via pathing.. I dunno.
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You can make custom doodads or duplicate existing ones without making the map Custom.
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I'm trying to figure out how to do it without making the map custom. Thanks for the answers though.
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Your second if-then statement is inside your first if-then statement. Its says If triggering unit is Baneling THEN if triggering unit is hydralisk. That breaks it because the triggering unit cant be two units.
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Is it possible to have a doodad inflict damage or kill any units that come within a certain radius? If so, how?
Thanks.
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"<" and ">" keys to cycle through the different variations.
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I'm modifying the space platform's skybox in max. When I export the model with the M3 Exporter, the filesize is a lot smaller than the original. In the SC2 editor, some textures are missing/messed up and none of the animations are there.
This happens even when I don't modify anything in Max. Upon importing the model and then immediately exporting, I still get the same result.
Am I missing something?
Thanks.
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Would this work on a melee map or would that turn the map into a UMS?
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I'm trying to spawn the Vortex spell by using the 'Create effect at Point by Player' trigger. I have the effect set to 'Vortex Create Persistent Initial' and player set to 1. It creates the vortex at the given point but when I send units to the vortex, they do not get sucked in. Why is this?
Thanks!
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Ok, I just found about the Sequences rollout of the M3 Plugin which shows the various animations of the model.
That solves the geometric animations. But what about the textures, what is animating them?
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Hello,
How can you modify a model's animations/particle systems? For example, I've exported the Vortex model (Mothership ability) "SingularityAreaImpact.m3" and imported it into 3ds max. When I press the 'Play animation' button, all the model does is sink for a very brief period and then stop. It looks nothing like what it does in-game.
EDIT: Here is a video of the Vortex model's animation being played in Max. http://tinypic.com/r/2rfc8hs/6
Thanks.