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    posted a message on [solved] Orbital Command can't use abilities with campaign dependencies?

    This problem is twofold.

    First, when the Liberty campaign and story dependencies are active on my map, a command center can't be upgraded into an orbital command. The button to do so is just missing.

    Second, when a player starts the game with an orbital command, it lacks the Scanner Sweep and Calldown MULE abilities.

    These problems don't arise when the campaign dependencies aren't there. Anyone know a fix?

    Posted in: Miscellaneous Development
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    posted a message on [solved][data] Using "walk slow" animation for marine?

    @RileyStarcraft: Go

    Wonderful, that worked perfectly. Muchas gracias.

    Posted in: Data
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    posted a message on [solved][data] Using "walk slow" animation for marine?

    The model preview screen shows a "walk slow" animation in addition to the regular "walk" animation for the marine. How do you set things up so that the walk slow animation is used (as a default) when the marine moves?

    This is one of those data editor tasks which I'm sure isn't too bad, but I have no idea how to begin. If there's a tutorial, I'd love a link. Otherwise, anyone know the steps here?

    [Posted this a while ago on Tutorials by accident, so here it is where it actually belongs :p .]

    Posted in: Data
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    posted a message on [data] How to use "walk slow" animation for marine?

    The model preview screen shows a "walk slow" animation in addition to the regular "walk" animation for the marine. How do you set things up so that the walk slow animation is used (as a default) when the marine moves?

    This is one of those data editor tasks which I'm sure isn't too bad, but I have no idea how to begin. If there's a tutorial, I'd love a link. Otherwise, anyone know the steps here?

    [Oops, accidentally put this under tutorials when it should be under Development. Could a mod move it?]

    Posted in: Data
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    posted a message on Need voice actor w/ good Southern accent

    Just like the title says. I'm working on an intro cinematic with a Western feel, including a scummy, murderous Mar Sara marshal. So I need a good voice actor who can do a Southern or Texan accent. Ideally you should have a good-quality mike as well.

    Posted in: Team Recruitment
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    posted a message on [Trigger/Data] Alternating walk and run animations?

    @rayquaza11: Go

    Sounds like an idea, but I'm not sure how to make an action for an actor. What are the steps there?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger/Data] Alternating walk and run animations?

    For units like the marine with both walk and run (or "walk" and "walk slow") animations, is there a known way to make the unit move using the walk animation during cinematics, but run as normal during combat?

    Posted in: Miscellaneous Development
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    posted a message on SC: Survivors Cinematic
    Quote from GiveMeCake: Go

    I thought this was just a trailer and that this map (cinematic) would be released for the public to view on their own hardware?

    I would *love* to be able to run this cinematic on my own machine, and (more importantly) pick it over in the editor to learn from your excellent example.

    Posted in: Project Workplace
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    posted a message on Can't play Liberty sounds in Transmission

    Normally a transmission plays the sound file selected in the part of the trigger I changed:

    "playing Marine_Help"

    (Marine_Help is the sound file I'm trying to get to play.)

    Posted in: Miscellaneous Development
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    posted a message on Can't play Liberty sounds in Transmission

    Bump... still don't know what the problem is here.

    Posted in: Miscellaneous Development
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    posted a message on Copy a unit to another map?

    I'd like to second this question here. How do you add a map as a dependency? When I add dependencies the only things available to add are mods.

    Posted in: Miscellaneous Development
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    posted a message on Can't play Liberty sounds in Transmission

    I've been having trouble playing the game's built-in sounds in Transmission triggers. To make sure the problem isn't some trigger mistake of mine, I took a custom map with transmissions that I know work fine, and just substituted the Marine_Help sound from Liberty.SC2mod in for the custom sound in the map's first transmission. No sound when I test the now slightly-modified map.

    Why would this be happening and how can it be fixed?

    For reference, the trigger now reads

    Transmission - Send transmission to (All players) from (Tarsilas [36.78, 35.71] with Flash (Do Not override portrait) playing Talk) playing Marine_Help with name "Tarsillas" and message "The beacon is still cold. If we can..." using (Cinematic portrait at Center Left) playing Talk (Add 1.0 seconds, Wait until it finishes)

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    I'd like to see a step-by-step tutorial on how to put together a custom set of unit responses (eg "For Aiur" etc) from recorded sound.

    Posted in: Tutorials
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    posted a message on [solved] Can't create a new unit with Campaign/Story dependencies

    I've been using Neocross's helpful guide to creating new units, but a roadblock has appeared. The method works perfectly when the only dependencies are Mod and Melee. But when the Liberty Campaign and Story dependencies are active, one of the steps becomes impossible.

    Creating the unit itself seems to go fine, then I create the actor and, as the guide says:

    "But before we go further you need to look the the right side of your Data Editor and you will see a small box with the title Token. in that small box you will see Parent, ID, and unitName you will need to replace unitName which should have Marine next to it, you will then replace Marine with the name of you new unit in which my case would by Duke Nukemz"

    Now, when I try to change the unitName, the name of the custom unit I created does not appear in the pull-down menu.

    Again, this only happens when Story and Campaign dependencies are active. When they aren't, this step still works for me. Help?

    Posted in: Miscellaneous Development
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    posted a message on [DATA]Kerensky's Expanded Data Editor Package

    This is awesome, what a service to the public.

    Is there a way to bring Tassadar down to the ground instead of having his unit hover?

    Posted in: Miscellaneous Development
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