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    posted a message on Attachment points different for WoW Imported models?

    I have a shield attachment that gets attached to the "origin" of all units (and gets moved into place by siteop offset and rotations)

    so that the shield looks like its in front of the unit

    it works for the SC2 models fine

    but i have some WoW imported models, and the shield ends up 90 degrees to the right of the unit (on the right arm)

    Any way to change how the the shield is attached for those units or something?

    Whats the best way so that every unit has the shield in front?

    Posted in: Data
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    posted a message on Mouse cursor sometimes gets stuck on screen...

    My map opens with a cinematic mode, and then from there after cinematic mode, there is a camera mouselook enabled for all players

    So basically you should never see the "mouse cursor" on the screen

    However, a few times, right after the map loads, and cinematic mode starts at initialization, something weird happens because the mouse cursor appears on the screen even during the cinematic mode....and when the mouselook turns on, the mouse cursor is still there...

    Anyone know why this happens sometimes and how to fix it?

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on How to set spacebar as a hotkey for an ability?

    @iE4TM4PS: Go

    the camera moving or not moving is not the problem

    its the fact that spacebar is associated with camera alert in the first place

    so any ability with button hotkey spacebar doesnt work

    cause any spacebar press you do, does the the camera alert instead of ability

    Posted in: Data
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    posted a message on How to set spacebar as a hotkey for an ability?

    @gamfvr: Go

    Did that method work for you?

    Because I tried changing all 124 alerts, unchecking primary, secondary, and display

    And it does not work

    Attached is test map where I changed all the alerts, and the marine stimpack (with hotkey set as spacebar) does not work when spacebar is pressed

    Posted in: Data
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    posted a message on Battle Royale

    Updated with:

    • Some balancing fixes (players were complaining machinegun or grenade is too powerful, well what do you expect if you are just a petite middle school kid in your school uniform and someone is in your face unloading full clips from a 9mm Ingram SemiAutomatic Machinegun hehe, well ~nerfed them a bit anyhow~)
    • Other balancing fixes such as everyone starts with an additional weapon, a Red Ryder BB gun (you know the cheap armor ignoring high critical rate BB gun from fallout series heh)
      Its not as good as the other 20 "real" guns like the Beretta, Sig Sauer, SPAS Assault Shotgun, PSG-1 Sniper Rifle etc, but atleast everyone will have something to shoot with at the start
    • Fixed some latency bugs with the full WASD controls (WASD to move, left click to shoot weapon, right click to use support backpack item/weapon, and spacebar to melee attack)
    • Better computer AI, (this map is supposed to be played with human players, but any non-filled slots will be filled by computer AI) that will actually try to dodge gunfire
    • Gunfire slightly easier to dodge/strafe etc

    Its quite easy to get more weapons, enemies will kill each other and drop items (any slots not filled by human players, will be filled with computer AI, that can run around, shoot, attack, dodge, like a real human, but they don't pick up items or enter houses)

    And you can kill other players yourself to take their gear/loot, and of course search any of the 50+ houses/buildings on the island for loot

    Also everyone gets a BB gun in addition to the item they received in the movie...(the Red Ryder high critical rate armor piercing BB gun from the Fallout series heh) so even if you start with only a kitchen fork, pot lid, or paper fan etc, at least you will have a BB gun also to shoot with now hehe

    Posted in: Map Feedback
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    posted a message on How to set spacebar as a hotkey for an ability?

    I've used the search and found those topics before, and those topic methods don't work...

    Setting max and min pan duration only prevents the camera from moving when you hit space...

    However, spacebar is still associated first priority with camera alert pan, and so pressing spacebar still tries to camera alert pan and doesn't do the ability (hotkey of spacebar)

    There must be a way to disable the alert space hotkey, allowing for an button ability to use the spacebar right?

    Any further help is greatly appreciated!~~

    Posted in: Data
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    posted a message on How to set spacebar as a hotkey for an ability?

    buump...

    so does anyone have any ideas how to disable the alert space hotkey

    so that you can set an ability button hotkey as space?

    (because when player presses key space event trigger, lags and has delay on bnet)

    Posted in: Data
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    posted a message on How to set spacebar as a hotkey for an ability?

    So does anyone have an inkling of an idea to set spacebar as an ability hotkey?

    Posted in: Data
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    posted a message on How to set spacebar as a hotkey for an ability?

    yes there is spacebar events for triggers, but keyboard input events have a 1 second or so delay on bnet online with other players, which is kinda bad for a action game

    with data editor there is no delay

    Posted in: Data
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    posted a message on How to set spacebar as a hotkey for an ability?

    I'm trying to set spacebar as the hotkey in buttons for an ability

    But its not working

    Its probably because spacebar is used for centering the camera

    So I went into triggers, and put in disable alert UI frame

    and also in data editor the Calert and unchecked the flags

    But the spacebar hotkey for the ability still doesnt work

    Anyone know how to do this?

    Posted in: Data
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    posted a message on Any way to create an full inventory message?

    That doesn't distinguish between classes of slots though right? If there are 6 slots total and all the same class, then if a unit has 6 slots full already and tries to pick up an item, there is already a default error message ingame

    What i'm trying to do is make an error message even when there are different classes: weapons, armor, etc

    For example:

    • Inventory has 3 weapon class slots for only weapons, and 3 armor class slots for only armor* (a total of 6 slots)
    • Currently, if a unit has 3 weapons, and 2 armors, if he tries to pick up an weapon, he won't be able to pick up the weapon, but there is no error message*
    • How to make that error message that he can't pickup anymore weapons (full), even though he only has 5 items*

    My bad, I guess I should have made it more clear in my first post hehe:

    How do you make a error message when 1 weapon "class" is full, but an other weapon "class" has some room left?

    EDIT: hmm also, it doesnt seem the event works, When a unit uses "collect - pickup" ability at any stage, doesnt fire when I pickup a item (using rightclick smartclick)...

    Posted in: Triggers
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    posted a message on Any way to create an full inventory message?

    I heard that triggers the only way to create an error message saying "inventory is full" or something to that extent, when trying to pick up an item with a full inventory

    Anyone know how to set an error message for trying to pick up an item (and being unable to due to full inventory)?

    What would be the "event"?

    And is it even possible to check if each type of slot (weapon slots are full , but armor slots might still have room, etc) is full?

    Thanks

    Posted in: Triggers
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    posted a message on How to make a "inventory is full" error message?

    Is triggers the only way?

    Hmmm, what would be the "event" though?

    is it even possible to check if each type of slot (weapon, armor, etc) is full?

    Posted in: Miscellaneous Development
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    posted a message on How to make a "inventory is full" error message?

    I just realized that there is no error message saying "inventory is full" or something to that extent, when I try to pick up an item with a full inventory

    Anyone know how to set an error message for trying to pick up an item (and being unable to due to full inventory)?

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on How to make text actor/tag? for a building that shows for any hero within range?

    Thanks didn't think of using regions, going to try that out right now!

    Posted in: Miscellaneous Development
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