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    posted a message on [Data] Working with Attachments (Beginner Difficulty)

    @ProzaicMuze: Go

    yet another amazing tutorial by the data editor guru, Muze

    Posted in: Tutorials
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    posted a message on WoW Model-Pack Requests
    Quote from HappyWhaleshark: Go

    Just one question, which attachment point is arthas paladins hand? So i can put a weapon in

    after importing the model, open it in the previewer and select View>>Show geometry>>show attachment points u will see triangles/diamond points on the model, Now on the right hand side make sure attachment points directory is visible and expand it and click on one of them. It will highlight/blink that point on the model.

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    @sherardt:

    there are no attachment points on the weapon models uploaded. They are usable but you are gonna become the master of Site Operations w/o attachment points on them. I just used spent hours and hours attaching a gun to medic model with about 10 Site Operation actors because there were no attachment points on it so when you attach it to weapon spot on your unit model, it will be oriented in some crazy nonsense way.

    Thank you for the models, just warning you about what is ahead. Oh and thank god for ProzaicMuze, without whom I had no chance.

    @zarakk: any chance of the WoW models I mentioned in above post? thank you again for the first ones you have already done.

    If i figure out how to export my medic with gun and shooting animations fully done, I will upload a map with it. I havent started learning the mpq editor yet.

    Posted in: Art Assets
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    posted a message on The List of things that aren't possible:
    Quote from KerenskyLI: Go

    Change an individual unit's attribute (armored, massive, biological) mid game, like with a data editor ability or trigger.

    I would think if you make a morph ability and it changes a unit to another unit this is possible. I haven't tried it but making a dummy ability that just changed the unit into a new unit with same actors should work. Just change the attributes on the two units. I am thinking of "lurker" versus "lurker (burrowed)" units.

    Posted in: Galaxy Scripting
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    posted a message on Attachmentpoint: Firebat
    Quote from N4n0lix: Go

    I hate that all these points aren't obvious.

    yeah look at tychus' chaingun model (the unused one with red gun, no shell casings, and no flashlight) and check the name of the gun attachment point, lol

    clearly this was an unfinished model that somehow got left in the game. I was gonna use it for a tychus w/o the stupid flashlight but it has all those faults...

    Posted in: Miscellaneous Development
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    posted a message on Attachmentpoint: Firebat

    I can point you in the right direction. This is probably not your attachment points but rather something to do with "ammo unit" field. I had to fix a missile launch point with this. I started from a duplicated unit and it gets messed up. If you started from duplicated unit you probably have same issue. There is a post somewhere on mapster about fixing missile launch point. I will try to find it and post link here.

    EDIT: link to thread http://forums.sc2mapster.com/development/map-development/7215-why-are-my-missiles-always-launching-from-the-ground/

    the last post will probably solve your issue. The post is good but the language is not 100% clear and accurate. It took me about 30 mins of decrypting his post and "exploring/comparing" in the editor.

    Posted in: Miscellaneous Development
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    posted a message on WoW Model-Pack Requests

    this is great, thank you so much :)

    I would like to request some more "undead" type models. I never played WoW so I am a bit clueless here. But I used the wowwiki to view some models.

    I would like a standard zombie that doesnt have arrows (completely negates sci-fi feeling) in the head such as one of these two. http://www.wowwiki.com/Wretched_Zombie http://www.wowwiki.com/Zombie_Chow

    also I would like a fel stalker. I know they are super similar to zergling.But they arent exact same. http://www.wowwiki.com/Fel_stalker

    also, I cant get the walk animations on the "zombie" you already posted to work right. He does the walk animation randomly but mostly just "scoots"across the screen without animation. Any tips?

    and if this model even exists It would be helpful. http://www.wowwiki.com/Scorpid I know its very similar to drone model, but if it has an animated tail attack that works....thats why i would want it.

    if you do ANY of these or ALL, I thank you in advance.

    Posted in: Art Assets
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    posted a message on [Data] Custom unburrow sequence problem: actor type(unit) field (events+)

    bump, no suggestions at all?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Custom unburrow sequence problem: actor type(unit) field (events+)

    I have created a custom ultralisk unit named Sargon. I want to add an animation sequence when he unburrows in which he does the "stand victory" animation and the "ultralisk_pissed" sound plays. I have accomplished these 2 things by using AbilMorph as shown in the attached image. Although I want to polish them up some. Would like the victory animation to start sooner, maybe even before the unburrow animation is done.

    Now comes the hard part. I want to make him finish the victory animation and not do anything else until it is done. If he unburrows into hostile forces and is getting attacked, I want him to remain still and finish the animation before he goes aggressive and enters combat. I have tried so many things in events and I am just too clueless to accomplish this. My largest issue is trying to understand what the terms/event types actually mean/do in the events field. And also what some of the variables inside the events/terms actually do.... For instance, what does a "blend in" and "blend out" do on an animation. Is it affected by the time type? or is only the "time variant" affected by the time type? I have searched far and wide for a tutorial explaining this but came up short. ProzaicMuse's beginner guide to actors was helpful but its far from a manual.

    If anyone can offer some help, I thank you in advance.

    Posted in: Miscellaneous Development
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    posted a message on Cannot Select Unit

    thank you for this, i just struggled with this exact same issue for 20-30 minutes going crazy

    unit selection alias and unit group alias were the trouble.

    Posted in: Miscellaneous Development
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    posted a message on [Library] Hero Selection v3.0.1 Final

    excellent work SZJ!! It is beautiful.

    now for my quick question before downloading and localizing it. I assume this is easy to do and possible.

    Can I set the max allowed picks of one hero type to a number other than 1? For example: I have 9 hero types and want to allow only 1 pick of some hero types and 2 or more of others?

    Posted in: Trigger Libraries & Scripts
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