• 0

    posted a message on [Solved]Modified unit with attachments, 2 problems.

    @Zolstice: Go

    This thread really helped me out and I wanted to point out that SOpAttach you select is the model attachment you'll try to use.

    This may help find the available attachment points on any model: http://www.sc2mapster.com/forums/development/data/47592-where-to-find-model-attachments-now/

    I ended up using one of the weapon attachment points, but I'm still trying to figure things out. At the moment the turret will bob with the vulture, but after attacking the turret no longer bobs. I'm also still hooking up the missiles to the turret instead of the vulture's front end. If anyone already knows what's left I'd appreciate any assistance instead of continuing trial and error.

    Posted in: Data
  • 0

    posted a message on Unload single unit and change it's unit type

    After an upgrade is complete I want the building to unload an existing unit in it's cargo and change it's unit type to another type of unit.

    For example I have five Civilians loaded into a Command Center and I just finished researching an upgrade. How might I go about changing a single Civilian into an SCV (keeping it's current hp%) and then unloading it? Only one Civilian will be changed and unloaded each time this upgrade is researched.

    Posted in: Data
  • 0

    posted a message on Blink teleport glitch - Need suggestions or a fix

    Guess I'll just play around with every buildings fog of war setting as a work around.

    Posted in: Data
  • 0

    posted a message on Blink teleport glitch - Need suggestions or a fix

    I modified the Stalker Blink ability to allow a unit to teleport anywhere. It's a flying unit, so nowhere is out of bounds. However there's a small glitch that really bothers players. When a building for another player is uncovered then recovered by fog, it cannot be selected to Blink to. I've already tried to use triggers to fix this however I've been unsuccessful. Does anyone know of a workaround or a fix?

    Posted in: Data
  • 0

    posted a message on Object Groups Points

    I know this is an old thread, but I did some heavy looking around to solve this issue. There's an option to use a name as a Point when creating units via triggers. From there it's a matter of numbering all of your points in order, then having a loop go through all of them.

    Example:

    SpawnArea 1 SpawnArea 2 SpawnArea 3 ... SpawnArea 442

    Pick each integer from 1 to 442, and do (Actions)
    Create 1 Marine for player 1 at (Point named ("Spawn Area " + (String((Picked integer))) using default facing

    Posted in: Triggers
  • 0

    posted a message on Set ability hotkey to Mouse, Shift, Ctrl, or Alt buttons

    I'm aware that currently clicking a mouse, pressing shift, ctrl, or alt won't change what value is set to a hotkey in the data editor. I know it's possible to change the text entered as a value for fields in the data editor via the text module.

    The real question I want to ask is how can we figure out a list of all valid settings for the Hotkey field in the data editor (text wise, not just pushing buttons in the Object Value window). Shouldn't there be a way to get a compiled list since it has to validate any entered value?

    Posted in: Data
  • 0

    posted a message on Rank isn't showing, but setup

    I've got rank setup for the Marine and it's working fine (changed the rank at least). I've got an SCV and a Missile Turrent that are similarly setup to have a rank at 0 kills, but the rank isn't showing at all. Any ideas what could be hiding the rank status?

    Posted in: Data
  • 0

    posted a message on Gone. Completely Gone. (Or is it)

    @yopeasants: Go

    For the sake of maybe helping future people with this issue, I just got the same issue and solved it. Using an MPQ editor (link at bottom of post) I tested it with an XML validator and everything was fine. So I looked to what I last changed with the UNIT tab in the data editor and found a comment I made. I named a unit after a historical person and copied his name from wikipieda into the editor. The guys name had an accented e. I opened up the map in an MPQ editor and replaced the accented e with a normal one and tried to open the map again normally. The map opened without a hitch and all my work was back.

    I thought this was important enough to necro post this for any future issues anyone may encounter. Just watch out for any abnormal characters when editing any text fields.

    http://www.sc2mapster.com/forums/resources/third-party-tools/4421-ladiks-mpq-editor/

    Posted in: Data
  • 0

    posted a message on Modeling Monday [SC2Streamster]

    @xcorbo: Go

    Sounds cool to make a butterfly. I might take a shot at this once the tutorial is up.

    Posted in: Artist Tavern
  • 0

    posted a message on Modeling Monday [SC2Streamster]

    @xcorbo: Go

    The beta for Diablo 3 has already been released. The Diablo 3 files are also not magically deleted once the beta ends.

    I'll work on getting a video uploaded to Youtube of the 'stomping' attack I gave the Psi Disrupter in my TD.

    EDIT: I forgot to lower the volume in SC2 to make my voice stand out more, but what I say isn't really important. Just looking for the example of a custom Psi Disruptor attack.

    Here's the link:

    Reminder: My main recommendation is that the explosion or burn death animations for zerg ground units don't quite fit in to the list of attacks I posted earlier. How to make a 'stumble' death animation would be nice is all I'm trying to say.

    Posted in: Artist Tavern
  • 0

    posted a message on Modeling Monday [SC2Streamster]

    @xcorbo: Go

    Custom units from WoW or Diablo III. Also the PsiDisruptor when given an AoE attack.

    WoW proof:

    Diablo 3 beta models have been converted to be in Starcraft 2 by you: http://www.sc2mapster.com/forums/resources/tutorials/27181-video-diablo-iii-models-to-starcraft-ii/

    Stomp attacks have been used in Warcraft 3 and I've made a similar effect using a Psi Disruptor for a special Tower Defense I'm making. I'm not the only one to use the unit in a TD, but I'm not going to watch countless videos until I find a great example.

    Posted in: Artist Tavern
  • 0

    posted a message on Modeling Monday [SC2Streamster]

    @xcorbo: Go

    Stumble death animations for zerg ground units. Most of these units simply explode or burn and that doesn't work well for stabbing, punching, quaking, or clubbing attacks.

    Posted in: Artist Tavern
  • 0

    posted a message on Stumble death kill animation?

    @DrSuperEvil: Go

    Unless I can get a better Effect: Death animation I think I'm ok with it as is. Zerg units unfortunately don't have a silent kill death animation.

    Posted in: Data
  • 0

    posted a message on Stumble death kill animation?

    @Nardival: Go

    Well thankfully the shockwave the Psi Disruptor produces is orange-redish so I might be able to explain it with that. I think I'll call it Inferno Hammer.

    Posted in: Data
  • 0

    posted a message on Stumble death kill animation?

    @TrenchaunT: Go

    It seems that most zerg units don't have the silent kill animation (it was one of the first settings I tried). The fire animation could work if only I could get the flames to hide while the animation plays. I could also speed it up just as you recommended. ThanksTrenchaunT!

    Does anyone know if the flames are part of the models in the animation or can I just take the flames out via an actor?

    I'll be looking into it myself once I get back home later.

    Posted in: Data
  • To post a comment, please or register a new account.