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    posted a message on Model Identification

    @BorgDragon: Go

    Thanks for your reply. Sorry for not being more specific. I meant the casting cloud that occurs at 1:55. It's a bluish cloud around Voliar when he casts a spell.

    Posted in: Data
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    posted a message on Model Identification

    I'm trying to identify the casting model (bluish cloud) from Star Fantasy trailer but i can't find it. Please help!

    !

    Posted in: Data
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    posted a message on 2 small easy questions.

    @wardonis: Go

    1. Make sure ur ability links to the launch effect. Make sure the ability "command+" links to the button. If there's any doubt, make sure the unit has the ability under ability+ and make sure the ability is properly linked in the unit's command card.

    Posted in: Data
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    posted a message on Launch Site Operations Not Working/Animation Colors

    @Tmills301: Go

    launch site ops is the solution, and yeah, static missile height is not advisable. set attachment - launch site to maybe SOPweapon. target - launch site ops to maybe center. then create an appropriate site offset actor and it to launch site ops as well. make sure your attack actor is linked to your missile actor.

    Posted in: Data
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    posted a message on Dialogs Question

    How was the grey dialog background created for the custom dialogs in this thread?

    http://www.ykartrenovates.com/sc2/Screenshot2010-08-19%2021_24_00.jpg

    Posted in: Triggers
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    posted a message on Launch Attachment Question

    I've been using the Uberlisk tutorial in a vain attempt to have the Zeratul model throw a Yamato blast from his off-hand... Was hoping to get some help.

    Zeratul has a spell cast animation "Stand Work Start" where he moves his off-hand forward to 'throw' a spell. I'd like him to throw the Yamato missile from his off-hand. However, there is no attachment point on his off-hand. There is a Weapon attachment point on his Psi Blade. Is it possible to Offset the Psi Blade attachment point toward the off-hand so that the missile is launched from Zeratul's off-hand?

    Questions

    • Can an Attack Actor use a Site Actor to Launch a missile from an attachment point with an Offset?
    • If so, does the Site Actor use Site Operation (Attachment) and Site Operation (Local Offset) as follows?
      • Host+: Zeratul
      • Host Site Operations+: Attachment, Local Offset
    • If this Site is correct how should it be linked to the Attack actor to set a new Launch point?
    Posted in: Data
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    posted a message on Button Array Question

    If you've saved a bunch of buttons as a Dialog Item array variable, and you want to create an Event with conditions specifying any entry in this particular array variable, is it possible to select [ANY] to avoid inputing each array integer by hand?

    I'm looking for an alternative to this:

    Events Dialog - Any Dialog Item is used by Player Any Player with event type Clicked

    Conditions Or Conditions (Used dialog item) == UI: Shop (Record).ITEM: Button[1][1] (Used dialog item) == UI: Shop (Record).ITEM: Button[1][2] (Used dialog item) == UI: Shop (Record).ITEM: Button[1][3] (Used dialog item) == UI: Shop (Record).ITEM: Button[1][4]

    Edit: *What I'm showing is "Or Conditions" with many conditions

    Posted in: Triggers
  • 0

    posted a message on Color Progress Bar

    When creating a dialog item: progress bar, is it possible to apply a non-default color to the bar? (Color dialog item only colors the bar's outline, not the bar itself)

    Posted in: Triggers
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    posted a message on [Data/Trigger] Missile-Based Jumping

    @Xackery: Go

    Awesome~ Thanks for developing this.

    Has anyone found a method of auto-casting this?

    Posted in: Tutorials
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    posted a message on [?] Model Identification (Sand Crawler Boss Vid)

    !

    What's the model name of the purple splash effect that is generated when the unwarrior dashes? How is the boss's roar ripple effect achieved?

    Posted in: Data
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    posted a message on [?] Stop Auto-Turret Rotation

    @Abion47: Go

    When Idle is set to something other than Spin, such as follow movement, the turret doesn't turn to acquire targets. Is there any setting that might fix this?

    • Idle was the only setting changed on the Duplicated turret
    Posted in: Data
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    posted a message on [?] Stop Auto-Turret Rotation

    @BorgDragon: Go

    Is it necessary to disable turret rotation altogether to stop the idle rotation animation? Is there a way that the turret can still visually acquire targets?

    Posted in: Data
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    posted a message on [Data] Hero Glow/Aura Tutorial (Old and/or Outdated)

    @s3rius: Go

    Ah, thanks. It was a settings mistake.

    Posted in: Tutorials
  • 0

    posted a message on [Data] Hero Glow/Aura Tutorial (Old and/or Outdated)

    @Marikh7: Go

    Tried to achieve this effect but it didn't work. Could you attach a map? Will attempt to help solve the initialization problem.

    Posted in: Tutorials
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    posted a message on [?] Stop Auto-Turret Rotation

    How do you stop the default idle rotation on the auto-turret. In another thread on this, Riley said "open the turret and change the 'idle' to something other than Spin.' Need a hand with the specifics. Data Editor, Units, ?

    Posted in: Data
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