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    posted a message on 7 Sloted Inventory Help

    @rossgrambo: Go

    It has been since beta since I messed with the data inventory objects.

    It is far more time efficient and effective to create a dialog-based inventory system, in my honest opinion.

    It feels to me like Inventory (attributes, heroes, etc) were all added to SC2 in some hasty last minute crunch time to accomodate legacy features from Warcraft 3, and as such, they are not fully implemented, buggy and overall, rather poor as a result.

    Posted in: Data
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    posted a message on Dummy Construction?

    @DrSuperEvil: Go

    Okay, that sounds like it may just work.

    Is it possible to use actors to conjure up the 'footprint' splat and building grid?

    Because, as I understand it, the ability that creates the dummy unit, then issues the order for it to build... will only be an Effect - Target (point) ability. I'd ideally like for it to be accurate (ie: including placement footprints).

    Posted in: Data
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    posted a message on Dummy Construction?

    Hey,

    I have a unit using a Warp Train ability to do all the construction for a player. This 'warp gate' unit acts like a controller or toolbar, where the abilities it has effect many things. That all works fine.

    However, I would like it so that this controller unit cannot actually construct buildings, it can only start them. I have other units milling around that should then pick up the construction and complete it.

    Been looking through flags for the construct abilities, tried triggers to order the initial unit to 'halt' (pause construction, but can't find it), any help would be much appreciated.

    Posted in: Data
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    posted a message on Generating Random Numbers, Lag Issues?

    @bulletbutter: Go

    Generating a lot of nukes, or anything that is graphically intensive will cause 'stuttering', which is often misinterpreted as lag. In laymens terms, the graphics card is given a straw to suck up ten litres of custard, and it chokes. As a general rule of thumb, avoid particles (smoke, fire, explosions, nukes), or mass creating (100+) units at once.

    Posted in: Triggers
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    posted a message on Model Question: Mdx to M3

    @ZombieZasz: Go

    Basically AutoDesk are rubbish. Max2009 is by far the best, most stable and fastest version available. Each new version has trouble reading scripts made for previous versions, due to legacy features being scrubbed and optimisations being made. But, for the developers of said scripts, it generally a case of just recompiling.

    @RanchBurner - I have a full version of max. If you would like I can convert these models for you, let me know.

    Posted in: Artist Tavern
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    posted a message on Add Animation To SC2 Model

    @flyingspatula: Go

    1. Get a 30-day trial version of 3D Studio Max
    or, Get a free 3 year student subscription if you are a student.
    or, Purchase a 3D Studio Max License
    2. Take a crash course in Rigging, Skinning, Animating
    3. Download NiNToxicated .m3 import/exporter plugin for 3D Studio Max.
    4. Import your chosen model.
    5. Refer back to 2.
    6. Create new animations for your model as .m3 Sequences.
    7. Either export the new model, or a separate .m3 animation file.
    8. Pray to the gods that the exporter doesn't crash. It is still very buggy when handling animations.
    9. Import your model into your map or mod file.
    10. Pray some more, because sometimes the exporter likes to spit out broken files and not even warn you.

    1a. Alternatively, wait for the next SC2 Patch which allegedly includes the 'Art Tools'.

    Posted in: Artist Tavern
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    posted a message on [GAx3 - StarCraft II Editor Enchant Mod] Mod Download & Develop Manual (Now on US EU CN TW Servers)

    @Renee2islga: Go

    Gratz Renee, quite a few nice features I am seeing here.

    My only sort of caveat is not to make everything too easy. Soon every map will have 30% Crit for 2x damage with shiny floating text tags (as an example). Part of what dragged me into modding back in SC:BW and kept me going through War3:FT until now, was seeing the ingenuity and 'cleverness' of the map maker as he tackles certain problems in certain ways.

    Regardless, keep doing what you're doing! :)

    What languages/proficiencies should one have to do what you're doing? Also - hopefully Blizzard take a look at this and either a) hire you, or b) get their arses in gear.

    Posted in: Project Workplace
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    posted a message on Actors: Disabling shadows & reflections (in water)

    Hey!

    I've created a complex boundary system to denote territory owned by different players.

    Initially I used the Korhal Flag model, adapted to show player colours. But, the flags all 'waved' synchronously, and even with judicious scaling they cluttered the map too much.

    I eventually settled on using the ShapeSphere model. I have made it so the model hovers slightly off the ground, yet, this causes it to cast shadows and reflect in the water (boundaries in coastal areas).

    Is there a way to disable Reflections and Shadows for an actor/model? I can't seem to find a flag or field for it (maybe it's 4am and I'm blind! Who knows!)

    Thanks!

    Posted in: Data
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    posted a message on TotalCraft (TBS\RTS)

    @TwoDie: Go

    Hehehe interesting. :) I was just in the process of 'fixing' models from the Heroes of Might and Magic VI to create something similar in SC2. Looks like you beat me to it. Must have taken a lot of work with all the dialog interaction :)

    Will keep an eye on this and maybe try test it on EU sometime.

    Posted in: Map Feedback
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    posted a message on Custom Validator... of sorts...

    @DrSuperEvil: Go

    Not yet had a chance to look into what you've suggested. But right now it sounds complicated.

    I have a feeling triggering something like this might be easier purely because the Unit Is Attacked event fires before the damage is applied.

    So,
    Unit is attacked

    Pick all units == SmokeScreen in area between Attacking Unit Point and Attacked Unit Point
    If picked unit = SmokeScreen
    Apply 0.1s debuff to Attacking Unit causing no damage or % miss on attack.

    Posted in: Data
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    posted a message on Apparently, we can "like" a post now

    @Kueken531: Go

    I liked your OP kueken and your rep gained +1.

    Let's just hope this doesn't turn into Hive Workshop now :3

    Posted in: Off-Topic
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    posted a message on Path Of Exile Beta Key Giveaway

    @Ahli634: Go

    Ahli - the key you sent me in PM worked. Thanks mate :)

    I won't be requiring yours' anymore, Progammer, but good luck to anyone else who still needs one.

    Posted in: Off-Topic
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    posted a message on Path Of Exile Beta Key Giveaway

    @xcorbo: Go

    hehe, nah Corbo. But I know Zany. Progammer any idea when you'll be doing the actual 'giving away'?

    Posted in: Off-Topic
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    posted a message on Path Of Exile Beta Key Giveaway

    I would love to try PoE....

    Been posting on there forums for ages but had no luck in getting an invite :(

    edit: read the OP.

    I find the customisation of items through gem stones, and the way characters progress to be refreshing and unique amongst hack'n'slash / rpg type games. I was also rejected as an employee at Grinding Gears as an in-house tester, and as a 3D artist (even for an internship), which has left me a little bit sore, but I am still dying to play this game. I love the fact that it will be free to play, and it irks me that the Closed Beta is as 'closed' as this.

    Posted in: Off-Topic
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    posted a message on Custom Validator... of sorts...

    I'm creating a Smoke Screen ability.

    The idea is that it is created at target point, and ANY units attacking THROUGH the 'screen', have a chance to miss applied to their attack..

    I can easily implement this... IF all my units were using Launch Missile effects, by a persistent apply behaviour (to missiles only) that lasts 5 seconds and causes them to miss.

    But my problem is that most units in my map use 'hit-scan' or 'instant' attack weapons a lá Marine - Gauss Rifle.

    So, my question: Is it possible to validate whether an object, or area is 'between' an Attacking Unit and a Attacked Unit (purely through data editor)?

    Edit: I could... use the old method of collision detection (periodically searching a small area, offset towards the attacked unit, looking for the 'smoke screen object'. If found, set validator to true) ?
    Edit Edit: Would this method cause 'lag' or other such 'issues' if firing lots of times simultaneously from multiple units? I would need between 8 and 12 periods, searching a 1.5 area offsetting, each and every time a unit attacked...

    Posted in: Data
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