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    posted a message on Is it hard to create this model?

    Choose one of the actors to be the main actor for the unit.

    Convert the other actors to "ModelAdditions"

    On the main unit, when the actor is created create your Model Addition Actors.

    Use Local Offset Site Operations to position them how you want them to be.

    Now you have one unit made of many different models.

    Posted in: Artist Tavern
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    posted a message on how to make sloping rivers?

    I bet you could do it via Unit Tipability, and Rotating the camera but it would be no small undertaking. Have the level ground actually on a slope then have the slope be level and rotate the camera... Haha.

    Posted in: Terrain
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    posted a message on event "when unit's hp <= x amount/percent"?

    @Azzaaer: Go

    To clarify what the OP found in the event someone else comes across this thread:

    To make a comparison based off percentage instead of solid numbers you need to use the "Life(Percent)" Preset rather than "Life".

    Posted in: Miscellaneous Development
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    posted a message on Create checkable connection between units? (Master/Slave)

    You might want to look into the "Conjoined" behavior. It is what they use on the Train Robbery Tychus mission. Not sure if it will do what you are trying to do but its a good starting point. Another approach may be to make your beam order the unit to do the same thing that the parent unit does?

    A less optimal way would be through triggers, but based off what you have posted above im sure you opted out of that. You can do something like this I suppose:

    Event: Any Unit uses Ability
    Conditions: Unit Type of (Triggering Unit) = Unit Type of Master Unit
    Actions: Order SlaveUnit to (Triggering Ability)
    
    Posted in: Miscellaneous Development
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    posted a message on Moving units to an area when a timer expires

    @Rawr0000: Go

    Event: Timer [MoveTimer] Expires
    
    Conditions: Trigger is on (Current Trigger) = True
    
    Local Variables: 
    moveGroup <Unit Group>
    movePoint <Point> = Your Point
    
    Actions:
    Turn (Current Trigger) [Off]
    Set moveGroup = Units in Move Region matching Conditions(xyzxyzxyzxyz)
    Issue Order to UnitGroup(moveGroup) to ([Move - Move] targeting [movePoint])
    
    Posted in: Miscellaneous Development
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    posted a message on [Request] Reaver
    Quote from UltiDrgn: Go

    I haven't animated it yet, but here's the rigged version to sate your appetite until I get the idle/moving/dance anims in. If you need something OTHER than those 3, now would be the time to speak up, but I don't recall the reaver moving that much in sc1 :P

    Not to Derail the thread, but Morgana is awesome :)

    Posted in: Requests
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    posted a message on Attack without target or point?

    I ran into this same problem a while back. The solution that I used was that I made an ability that targeted a point and had that ability create the effects of the hellions cannon. Then in my triggers I had the Hellion use the ability directly in front of it.

    I don't remember the exact syntax of the issue order action but when you handle your keydown event for attacking do something like this:

    Order [Hellion] to ([Hellion Attack] targeting [PointWithPolarOffset(Position of ([Hellion]) offset by [1.0] with an angle of (Facing angle of [Hellion])])

    Posted in: Miscellaneous Development
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    posted a message on To All Wannabe Map Makers..

    While I do not agree with how you designed your argument ;) I do agree that people are to focused on being the first to put something out and often the end result is sub-par.

    If anyone is interested in design I highly suggest playing through some Valve games(Half-Life - L4D - TF2 - Portal) with developer commentary on. It is a good way to introduce you to some higher level design concepts.

    Don't take everything that you read or hear as the law though. There are proven concepts, but what matters is that it is fun.

    Posted in: General Chat
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    posted a message on So is there any point is continuing my Map's Development?

    @SouLCarveRR: Go

    Its all gravy. I suppose I read you incorrectly.

    Overall, don't give up OP :)

    Posted in: Miscellaneous Development
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    posted a message on So is there any point is continuing my Map's Development?
    Quote from SouLCarveRR: Go

    Right on,

    In the end blizzard will make adjustments to how players find games. The truth though is that so many people are making maps that its hard to get recognized. If its anything like wc3 alot of the enthusism will die out for alot of people trying to make a popular map. But the Hard Core mappers will keep up. If your not really a hard core mapper and not really into the development as a fun way to spend your time Id suggest you, not start your own project unless you really enjoy working on one.

    Dota took years on wc3 to actually get to the point that it is at on wc3.

    Take a look at most the other games in wc3, most of it is simple mini games nothing too complicated. So imo its not much differnt from wc3 i made alot of wc3 maps but they never got played lol. although I could host my game and name it in the join screen as "help me test my map" and id ussually get a few people to help me test stuff. Unfortunately this isnt currently possible so its hard to find testers online. But like I said they will be making changes to it. As it stands now im sure they are getting sick of the whining coming from this website alone.

    I totally disagree with you there buddy. I don't think that you should ever discourage others from working a creative outlet.

    To the OP: Go outside, get a smoke, and just step away from it for a few days. Everyone is all excited and hoping their map will be "The next DotA", but in reality maybe one of you, will make a map like that. You just have to focus on making it a fun experience for yourself.

    Posted in: Miscellaneous Development
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    posted a message on Make units pushable while they attack?

    @ZarafFaraz: Go

    I think that you need to set the weapon to be able to be fired while moving and have the continuous scan option checked.

    Another issue you might run into is that units that are hostile to each other are not able to push each other around.

    Posted in: Miscellaneous Development
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    posted a message on Blizzard Censors What!?!?

    @Sephiex: Go

    Yes, because when the information is housed on their servers they can't be held responsible can they? -,-Lets all upload models from different games and put pornography in our maps and then sue blizzard. I am kidding, however you can see the legal issues that could affect them if content is not monitored to keep porn/racism/other items that are accepted as in bad taste from being spread through the battle.net service.

    Lets think for a minute what being able to monitor keystrokes client side might do. Well we just had a pretty neat custom interface contest where someone recreated something like a battle-net map lobby. Well what happens when someone makes a map that looks like the battle.net login page and starts stealing people's account information. Then from there they steal their e-mail address. Then they have their credit cards ect...

    The main reason for this is because they are trying to protect their playerbase from the ever expanding sphere of malicious behavior on the internet and not have custom maps devolve into a mass of keyloggers.

    Instead of complaining why not come up with a creative solution?

    Posted in: Off-Topic
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    posted a message on Key pressed traffic

    The reason for the net-traffic is that all triggers are run server side. That is why using the Data Editor is so important because that is the best way to control the client side actions. Unfortunately, key events are limited to triggers and hotkeys right now. After I finish my current project I am thinking of exploring solutions for this within the data editor.

    Posted in: Miscellaneous Development
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    posted a message on Combat Acquisition?

    @Zsteven44: Go

    I wish I had access to the editor at my office, but I think its something with the keyword "Scan". I am thinking scan radius? You will also need to have the "Scan continuously" flag checked on the weapon as well.

    Posted in: Miscellaneous Development
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    posted a message on How do you make a path for an enemy but not pathable by a player?

    I will look into this later. I am sure its possible with some validator/persistent effect hi-jinks.

    Posted in: Miscellaneous Development
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