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    posted a message on Hungry Hungry Arena

    Also, map uploaded to EU and NA servers and avaliavle to all WoL and HotS players

    Posted in: Map Feedback
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    posted a message on Cloaked, yet targetable

    Ok so here is workaround based on adding detector behavior when player entering target mode:

    Posted in: Data
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    posted a message on Cloaked, yet targetable

    Hmmm, i've made in my map (looks like my units attacking nothing, but cloaked)
    now i can't reproduce this in test map %)

    Posted in: Data
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    posted a message on Attach Dialog to another Dialog

    Use master dialog and panels within it

    Posted in: Triggers
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    posted a message on (Solved) Pick each integer and array, should it work?

    damn i suggested this one too, but removed from post due i thought it would not fit :D

    Posted in: Triggers
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    posted a message on SC2 Custom Map challenege - $175 up for grabs.

    Same question. In my map i currently develop multimap system and one of maps may be form your logo, would it count? :)
    or if i just place it in circle arena?

    Posted in: General Chat
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    posted a message on Hungry Hungry Arena

    Hey guys im introducing a few patches (1.35-137b) of HHA

    At first is mode picking rework:

    • Completely rewrited mode picking, as result - voting removed, now only topmost player in lobby will be able to pick mode.
      http://i1302.photobucket.com/albums/ag138/Fenlkz/HHA/th_vote_zps90c0d1a7.png
    • Added "Host Pick" sticker to players who can't pick mode
      http://i1302.photobucket.com/albums/ag138/Fenlkz/HHA/th_votehostpick_zps8dbe2006.png

    And main changes in this patches are:

    • Added multimap support
      following with:
    • Terrain and lighting completely restructured
    • Added DMCLOUD map (older one is DMLAVA)
    • Added random map mode
      so currently is only 2 maps, but i have plans to add 3 more
      http://i1302.photobucket.com/albums/ag138/Fenlkz/HHA/th_dmlava_zps66df275c.pnghttp://i1302.photobucket.com/albums/ag138/Fenlkz/HHA/th_dmcloud_zps0b951527.png
    • Added mode button hightlighting based on results

    Other patchnotes affects bugfixing and abilities reworking:

    • Reduced maximum camera distance to 45
    • SCV::Platform now doesnt affects units under other effects (Lock, smoke, etc)
    • SCV::Wall-In pushing range nerfed to 1.5 (from 2.5)
    • Zealot::Willpower now turnable and have 8s duration and 16s cooldown
    • Zealot::Black Hole ability removed, added Mine and Explode abilities
    • Zealot::Fury now have dynamic power - closer you to zealot, farer you will be pushed, also it now Shocks (Demon can't move while shocked)
    • HT::Psi Storm now faster (less activation, less cooldown, less duration) and silences enemy
    • Roach::Silence replaced with Cloud, that disorients player movements
    • Hydralisk now can't hook Zealot with Willpower buff
    • Hydra::Spine cooldown lowered to 4s (from 5s)
    • Queen::Creep reworked, now its targeted spell which spread creep in a line
    • Queen::Poison duration reduced but Demon spreads creep when poisoned
    • Queen::Broodlings bite now only prevents you from moving
    • DT::Smoke range display fixed
    • HT::Temporal Rift now have blink behavior - (clicking out of range will teleport you to maximum range)
    • Same with SCV::Supply Depot
    • fixed bug with zealot mine display
    • fixed bug where platform causes broodling to spawn
    • fixed bug when broodlings couldnt attack units under DT::Smoke
    Posted in: Map Feedback
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    posted a message on (Solved) Pick each integer and array, should it work?

    personally this code:

    General - Pick each integer from PlayersStash.HighValueCount[0] to PlayersStash.HighValueCount[50], and do (Actions)

    will take integer stored at PlayersStash.HighValueCount[0] and iterate it to integer stored at PlayersStash.HighValueCount[50]

    so if your PlayersStash.HighValueCount[0] = 3
    and your PlayersStash.HighValueCount[50] = 5
    then it will pick 3, then 4 and then 5

    EDIT: sorry i cant get what you want to do, please explain what is PlayersStash.HighValueCount, why its 50 size array and confirm that its an integer array

    Posted in: Triggers
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    posted a message on Actor for Local Player
    Quote from Kueken531: Go

    @Fen1kz: Go

    Note that this doesn't work for all kinds of actors; for example the filter has no effect on unit actors. Should work for spell effects and attachments, though (make sure the attachments do not inherit visibility from the host).

    well, this makes sense, units have their own visibility system with various states like burrowed or cloaked.

    maybe its possible to make unit opacity = 0, then attach unit-model to unit and hide this for enemies

    Posted in: Data
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    posted a message on Making a beam orange or yellow

    @DrSuperEvil: Go

    <offtop>whats name of that cool circut-like texture?</offtop>

    Posted in: Data
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    posted a message on Actor for Local Player

    In "Actor: Filter +" field check enemy and neutral

    Posted in: Data
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Hm, i've installed blender 2.67 with latest addon, but have errors with immortal error

    and also i cant open Assets\Effects\Protoss\SingularityAreaImpact\SingularityAreaImpact.m3 (that was my main target, i want to remove shadow from this model :< )

    it shows no errors, just doesn't open this model :<

    Posted in: Tutorials
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    posted a message on [D] Actor's content

    @Kueken531: Go

    yea, im just interested, is it hardcoded to use 1st content parameter for model link, or if im creating actor from scratch i need to setup something for using 1st content as model link and 2nd as... dunno, host, or opacity Oo

    Posted in: Data
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    posted a message on [D] Actor's content

    Does anybody know how to use CreateActor content parameters? only thing i found about them is: they are optional (everyone says that) and there are 3 content parameters for beams

    but really i'd like to know:

    what i can make with them? how to make my custom actor use them?

    i feel like i can make 1 actor for all spells sounds and then use "CreateActor SoundActor #soundlink#" but im not sure

    Posted in: Data
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    posted a message on Adding Beam to 'Raynor Snipe' Ability

    so problem is only graphics? or your beam really dont go past 1st unit?

    u better check this, because if this is only gfx problem - then u need to modify beam actor data to not use target unit, and attach beam target using SOps

    Posted in: Data
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