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    posted a message on More than 1 unit able to harvest?

    Cheers b0ne132, much apprieciated. Would've replied sooner but this thread got lost in amongst the rest.

    Posted in: Data
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    posted a message on Making units go over water (Solved)

    Found an issue, that may interest some. While the hover over water works fine for custom terrain heights, such as using lower, higher, smoth etc... It doesn't seem to work when changing cliff heights, ie: When a unit goes down a ramp into water it just sinks to the bottom. I'm not sure why this is, and admitadly it can probably be fixed with a little clever terrain editing, but still seems like a bit of an issue. Just wanted to let you wonderful folks know.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #6: Bridging the Gap

    It's a bad attempt at a rail station. lol

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #6: Bridging the Gap

    Can't say I'm particularly good at this, but I do enjoy it, and the less I need to do with the actual terrain, the better. The monorail is still technically goin' over a bridge... right?

    Not too sure why there's a huge black area on the first pic.

    Damnit, just realised other folk have put in monorail's too. An' here was me thinking I was bein' smart. Oh well...

    Posted in: Terrain
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    posted a message on More than 1 unit able to harvest?

    Does anyone know if it's possible to allow more than 1 unit to harvest from a resource point at a time?

    Posted in: Data
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    posted a message on Making units go over water (Solved)

    For a while now I've been trying to figure out how to get a hover unit to go across the water, without going under it. Finally I figured it out. It does have some quirks, such as the unit going a bit higher when near cliffs, and possibly being stopped by pathing blockers.(I don't know I haven't checked yet)

    Basically, make a new mover, call it hover or float, or whatever you wanna call it, and scroll down to CMover_Heightmap. Cahnge that to air, make sure CMover_PathMode is ground and leave everything else alone. use it as the unit in questions mover and send it over some water. The unit will stay above the water.

    As I said, it does make the unit go abit higher at cliffs, but it won't bypass them, unlike flyers. So it really does behave like a unit that hovers. Perhaps someone else will be able to refine this, but hopefully it allows those who want to make floating units, make them.

    Edit: Just checked, unfortunately pathing blockers still work. So having some units hover over the water while others can't go near it is still a tad more difficult. But still, every little hleps eh?

    Posted in: Data
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    posted a message on Prevent units from going below a certain height?

    @chriscisco: I know that, but I want a uniform level, as the ground can be at different heights, going fom say -3 to +8 for example. Which would change the nits's height from +7 to +18, which doesn't help unfortunately. Thanks anyways though.

    @BumpintheNight: I'll give it a try, thanks. Hopefully will have the effect I'm looking for.

    @KineMorto: No, not a missile, or and FPS, though I didn't think of movers, it might be something I could look into.

    Thanks all for your help. Much apprieciated.

    Edit: Got it sorted with movers. Can't believe how easy it was.

    Posted in: Data
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    posted a message on Prevent units from going below a certain height?

    Not quite, effectively I want say a flying unit to always be at least say 10 units in height, regardless of how low the ground is beneath it. Then as the ground gets higher the unit would go up, and if it got lower the unit would go down, but only until it hit the 10 mark, where it would stay until it hits higher ground.

    Posted in: Data
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    posted a message on Prevent units from going below a certain height?

    I'm not sure if this is possible with data or triggers, but basically I'm wondering if there's any way to prevent a unit from going below a certain height. Not all units, just some.

    Any ideas?

    Posted in: Data
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    posted a message on Change custom resource icon?

    Does anyone know where to change the custom resource icon? At the moment it's just that default metal heart type icon, which is nice an' all, but not really representative of the resource it's for. I can change the name, and the resource works just now, I'm just wanting to change the icon.

    Thanks for any help.

    Posted in: Data
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    posted a message on Acquire range greater than attack range?

    Yea, I know, I have 11 other projectiles that work perfectly, it's just this one that seems to be tempermental. I've tried increasing the range, but it has no affect, other than basically increasing the aquisition range. The projectile still only seems to travel around 7 or 8 units. Obviously I could reduce the range to fit, but that's a compromise I'm not willing to take at the moment.

    Edit: Fixed it, apparently some other effects were creating confusion for the engine it seems, I removed those effects, as they weren't supposed to be attached to anything anyways, and now it works.

    Thanks for the help anyways Mienk, much apprieciated.

    Posted in: Data
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    posted a message on Acquire range greater than attack range?

    I'm having an issue with one of my custom weapons, it works mostly fine with just one exception. the attack doesn't have the same range as the weapon does.

    Unit=====>Attack stops======>Target

    This wouldn't be that much of an issue if it wasn't for the fact that sometimes the unit is close enough that the attack "seems" to actually hit, and yet nothing happens, until the unit and the target get closer and then the attack actually hits.

    Does anyone have any idea why this could be happening?

    Posted in: Data
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    posted a message on Marine Shooting Model/Animation

    Bump, I'm in need of some help for a similar issue myself.

    Posted in: Data
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    posted a message on Curious about the simplification of tedious mapmaking processes.

    If you want to modify something specific, do a search for it in the top right hand box, works just the same as the other search box on the left(ish) side, only for fields. At the end of the day, yes the editor can be clumsy, noone is really denying that, but it's gonna stay that way, instead of whining, bitching, griping whatever you consider yourself doing, do some more work in the editor, it WILL become second nature to you, I myself am about 1/4 way through a mod with 3 new races, all units are up, as are buildings, and all I need to do now is turrets and 2 races worth of weapons, which are mostly done tbh. I couldn't even make a decent unit in WC3, now I'm making a full mod. Having more freedom to create what you want is a damn sight better than having things hidden away so much that you forget they're there.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Custom Map Upload Limits Increased

    If there's concern about the size of idividual, why not split the resources over several maps/mods? If your custom models won't fit with your map, put them in they're own Mod file(s) Easy fix, use map mode for maps, and mod mode for everything else.

    Posted in: General Chat
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