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    posted a message on 1 a Ðay

    Any body who has actor knowledge could please increase our knowledge?

    Currently the http:www.sc2mapster.com/wiki/galaxy/data/actors/type/doodad/ actor was started but most of the entries I put are blank. My knowledge of Actors is not comprehensive and my knowledge only exists in the form of coordinating model and sound effects through events for effect and behavior representation.

    Posted in: Wiki Discussion
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    posted a message on Permanently Rotating Tower - how?

    If it's a turret, Data Editor->Turrets and select your turret and it should be Idle->Spin.

    Posted in: Data
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    posted a message on Attack animations make me angry...

    @HandicapCoco: Go So assuming you are putting all of the animations in the Opening sequence of the bracket and leaving the Content and Closing blank so it doesn't play more...

    The labels aren't exactly the string values that concatenate; Variation 00-Variation 99 turn out to come to just the double digit; and commas represent delineations with spaces.

    So since there is no animation "Attack 0 1" nor is there an "Attack 0" it goes back to playing every Attack animation(I guess).

    So most likely you would use (Attack, Variation 00) for the first animation then (Attack, Variation 01) for the second hopefully.

    Posted in: Data
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    posted a message on Ability that removes a behavior from single target - how to?

    @Southpaw444: Go

    What are you using a search effect? Just remove it with one effect that targets the target of the instant spell.

    I don't think it would even be possible for it to do it to more than one unit if that's the way it's done.

    Posted in: Data
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    posted a message on (Solved) My ability wont launch the projectile from the gun.

    @Frozen_Shadow: Go

    Something with respect to sight operators but I haven't messed with that for a long time so that's really all I can give you. Maybe someone else can answer your question better. It's most likely the actor not the weapon/ability though the actor may be linked to the effect of the weapon/ability.

    Posted in: Data
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    posted a message on Where are native functions defined?

    Yea native functions are not scripted code, it's compiled code but that doesn't stop it from being called by the embedded scripting language via hooks.

    "Scripts are often interpreted from source code or bytecode, whereas the application is typically first compiled to native machine code" http://en.wikipedia.org/wiki/Scripting

    Posted in: Galaxy Scripting
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    posted a message on NASA-Inspired Melee Maps

    When we get fusion working the moon and all of its hellium 3 will suddenly not be such a bad idea to start colonizing.

    I'm rooting for polywell.

    Posted in: Melee Development
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    posted a message on Making Immortals Face two-directions (Legs and Turret)

    Open the turrets tab in the data editor then go to Idle and set it to Hold. The turret will no longer reset to face the direction the unit is moving and the top will appear to move independently of the bottom.

    Posted in: Data
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    posted a message on How do I get a Roach to attack with two weapons at once?

    Arg that's what I meant(it was late). Yes isn't that what hes trying to do?

    For a weapon to use a double attack the value for the weapons UI-Display Attack Count does not change the number of times the effect is used. Check out the Zealot, it's a create persistent that has 2 periods which use the damage effect twice. The unit is not attacking twice but it's animation attacks twice and the create persistent just has the same timing for it's period.

    Posted in: Data
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    posted a message on How do I get a Roach to attack with two weapons at once?

    I am pretty sure backswing is what makes a weapon enforce attacking one unit at a time.

    Posted in: Data
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    posted a message on Migrating Data with the Public Test Editor

    Wow, cool it's all copy paste now.

    • Public Test Editor can be found in the C:Program Files\Starcraft II\StarCraft II Editor Public Test.exe
    • Use Ctrl+3 for XML view(you can only edit the dependency that is furthest to the left).

    You can just copy from a mpq editor using notepad or something and paste directly into the public test editor for the XML view, or you could just swap maps and copy paste whats in the XML view for each data type. The XML view basically shows the contents of what would be in the Map's Base.SC2Data/GameData folder for each data type as a xml file. You can also add comments into and arrange the elements so they make more sense in the xml view. It's easy to organize because the xml only shows what has been changed from the parent and default values.

    Seems to work fine for me and I was even using it for a mod that I used to create a map. I copied all of the data in the xml files from the maps I wanted and pasted them into the data editor in xml view for each data type.

    I don't think you can publish from the public test editor because it seems to want to patch when you try to connect to battle.net but I haven't had problems yet opening it's maps with the normal editor.

    Posted in: Data
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    posted a message on Moonlite Map Studio

    Can it publish or can the map files without too much trouble be opened with galaxy to publish?

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    @Eimtr: Go

    The m3 format is a little bit more annoying especially since blizzard won't release anything on it and it's all binary. :(.

    It took a long time for a mdx converter that supported animations(they did get animations right?). I mean I was writing a parser just to convert mdx from the text format to dotxsi and I never got it finished because I got hung up on interpolation in time domain to coordinate space. I actually did get to bone assignments but it was pointless without the splines :(. I am not even going to touch binary... Imagine trying to figure out all of the pointers to the structs and how the data is packed and if there are any padding and checksums and all that crap...

    Then imagine trying to write something for displaying and editing that stuff in real time. Makes you respect people like mago and oinkerwinkle for what they did.

    Posted in: Third Party Tools
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    posted a message on Gathering your feedback on Blizzard Tutorials

    I am just glad blizzard is making tutorials for their editor. I think it's awesome to have more info from the source so you know how they approach using their own tools.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Galaxy Editor Crashes within seconds

    I'm not sure but what if you try the PTS editor?

    • C:\Program Files\StarCraft II\StarCraft II Editor Public Test.exe

    It seems better and more responsive(still have to go back to publish though).

    Posted in: Galaxy Editor Bugs and Feedback
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