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    posted a message on Look what i found!

    You need to have set campaign dependencies, in the previewer Effects >> Protoss >> ProtossCloakingEffect or Terran>> TerranCloakingEffect

    Posted in: Artist Tavern
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    posted a message on [SOLVED] Make texture Additive?*

    Additive is used for effects and particles, it makes a texture that is say an Orange halo on a black background appear as an orange halo, eliminating the black background and just leaving the orange sphere or whatever. There was a war3 model Nebula that was a simple box and the box having a very realistic Nebula texture. Since war3 allowed to make it additive the effect was very good - the black background of the Nebula texture disappears and the dark colors also become partially transparent - an effect that makes the Nebula texture mix with the background (say starry space) without having the look of an image just placed on a starry skybox.

    Im trying to do the same here, using KaeoCube model streched X Y Z to look like a plane. I set with Actor Event Texture Id and below you can see it is the black background and doesnt fit like that:

    http://imageshack.us/photo/my-images/689/unledpl.png/

    You would ask why not edit the texture and and remove black from GIMP/Photoshop - I did that and the result was some white background coming either frm the Cube or some other texture - not the way I thought with transparent black and darker colors to mix. So only additive would help, opacity darkens the whole thing nothing like Additive, so can this be done in sc2?

    Posted in: Artist Tavern
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    posted a message on [SOLVED] How to make a Nebula

    Particles use texture and settings such as emission rate, life span, etc (that's how it was in war3, would be great if sc2 also had smth like magos war3 model editor) - so by changing texture firstly would spoil the cloud effect secondly emission would still occur.

    Edit: I found it. The model e.g Fog Grey has one flag under Flags called 'Freeze Particles on Animation Pause' - so I create an event where with a Timer, the time expires some time so that the smoke can emerge and be what I want, then the other Event Pauses animation and with this Flag ticked the Smoke particles freeze : )) [SOLVED]

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] How to make a Nebula

    So? Is there a way to freeze the particles in any way that is without model editing in 3ds or not? It's not going to be a big deal, if there isn't it will even save time.

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] How to make a Nebula

    I decided to go with colored Fog Grey. Which actor events can pause the Stand animation of the Fog Grey few seconds after map starts like maybe TimeExpires few seconds then animation pauses? The problem is rather with the pausing that doesnt work. So far I have:

    > ActorCreation

    /_ AnimPlay Stand Stand PlayForever (standard event for the stand animation to show)

    If I add |> ActorCreation /_ AnimSetPaused Stand (Paused:Enabled) nothing happens, the fog animation isn't paused, yes I cant even pause the animation, not to say at specific time. Also can you make the editor show the Weather Doodads in the editor? I ticked V Show Helper Models but the storm/rain/fig effects dont show in the editor

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] how can I connect unit with actor?

    No matter what I enable from those buttons the Token field doesn't show to add the unit. Ok I just duplicated the sphere actor that has the Token field and used that actor to set unit. Seems the other ways to enable this field with an actor that doesnt have it, doesnt work. Thanks.

    Posted in: Data
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    posted a message on [SOLVED] how can I connect unit with actor?

    My actor is a duplicate of the Sphere actor and ot has very few fields, the one you should also isn't there. How to enable it?

    Posted in: Data
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    posted a message on [SOLVED] how can I connect unit with actor?

    I created a new unit, I have an actor and I dont see where I can connect the actor to that unit, the unit having nothing but the actor already has a model to it, etc. It's just hard to see where I can make connections,

    I know only some, example: in Actor's Art tab you select the model, that is how you link actor and model; with sounds in Actor's Combat tab you can see Death Effects field there is where you can add a Sound or remove thus this is how you link Actor to sounds, behaviors probably also by adding them but how you link Actor and Unit i dont know. If there is a tutorial on linking all from scratch that would be great, my issue being linking an empty unit with nothing attached to it to my actor/. Way to do it via changing/.adding somethign frm the fields like the others?

    Posted in: Data
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    posted a message on [SOLVED] How to make a Nebula

    Alright, it is the BraxisAlphaSkyParallax_Low.m3 didn't know it is this and thanks, now it has the pure stars background and looks perfect. Well it screams Option 2 that I also prefer. So if I make my own planet using a Sphere, does anyone know how to make a proper 1 color nebula throughout the whole background? It doesn't have to be animated as nebulas dont really have air flows/currents or move like the Aiur nebula does which is imo wrong. So how to make a good nebula?

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] How to make a Nebula

    I either need to modify the Aiur skybox or make the skybox having nothing but stars and black material, no asteroids. I want to do around Korhal environment and for that I need to either:

    Option 1. Modify Aiur skybox in such a way that the unlrealistic nebula consisting of several colors which dont even mix themselves and looks bad are all one color, I saw it uses several textures but I cant figure out how to change, I would need to remove the Destroyed Lava Planet that comes with that skybox or its texture, would need to replace the Aiur Texture for this skybox aiurplanet_clean.dds with already made Korhal texture. Since it uses several textures Im not sure if I should try modifying it like that.

    Option 2. How to make a pure stars + black kvoid skybox, no other objects, the Aiur stars seem good but removing other things from it would be as hard as Option 1, so how to do this? Then I could maybe add a sphere with texture of Korhal to place the planet on it so if planet isnt issue, got any ideas to make a purple nebula?

    Which option is better and how to do it? I searched but couldn't find an answer to that.

    /tags: freeze particles pause animation/

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] Color text & Some Map Triggers to remember

    Chrono Rift Charge, Plasma Rounds
    Items

    Hybrid Caste Defeated
    Events
    Unit - Any Unit dies
    Local Variables
    DefeatedHybrid = No Game Link <Game Link - Unit>
    DefeatedHybridPoint = No Point <Point>
    DefeatedHybridAngle = 0.0 <Real>
    Conditions
    (Owner of (Triggering unit)) == 9
    ((Unit type of (Triggering unit)) has Structure attribute) == False
    Actions
    Variable - Set DefeatedHybrid = (Unit type of (Triggering unit))
    Variable - Set DefeatedHybridPoint = (Position of (Triggering unit))
    Variable - Set DefeatedHybridAngle = (Facing of (Triggering unit))
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Unit type of (Triggering unit)) == Hybrid Maar (Zhakul'das)
    Then
    Unit - Set (Killing unit) Maximum Life to 1000.0
    Unit - Set (Killing unit) Maximum Energy to 150.0
    Unit - Create 1 Random Item[(Random integer between 1 and 38)] for player 0 at (Position of (Triggering unit)) using default facing (No Options)
    Unit - Create 1 Random Item[(Random integer between 1 and 38)] for player 0 at (Position of (Triggering unit)) using default facing (No Options)
    Else
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Unit type of (Triggering unit)) == Hybrid Destroyer
    Then
    Unit - Set (Killing unit) Maximum Energy to 150.0
    Unit - Create 1 Random Item[(Random integer between 1 and 38)] for player 0 at (Position of (Triggering unit)) using default facing (No Options)
    Else
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Unit type of (Triggering unit)) == Hybrid (Castanar)
    Then
    Unit - Set (Killing unit) Maximum Life to 500.0
    Unit - Set (Killing unit) Maximum Energy to 150.0
    Unit - Create 1 Random Item[(Random integer between 1 and 38)] for player 0 at (Position of (Triggering unit)) using default facing (No Options)
    Unit - Create 1 Random Item[(Random integer between 1 and 38)] for player 0 at (Position of (Triggering unit)) using default facing (No Options)
    Else
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Unit type of (Triggering unit)) == Hybrid Reaver
    Then
    Unit - Create 1 Random Item[(Random integer between 1 and 38)] for player 0 at (Position of (Triggering unit)) using default facing (No Options)
    Else
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Unit type of (Triggering unit)) == Stone Zealot
    Then
    Unit - Set (Killing unit) Maximum Energy to 150.0
    Unit - Create 1 Random Item[(Random integer between 1 and 38)] for player 0 at (Position of (Triggering unit)) using default facing (No Options)
    Else
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Unit type of (Triggering unit)) == Zealot
    Then
    Unit - Create 1 Random Item[(Random integer between 1 and 38)] for player 0 at (Position of (Triggering unit)) using default facing (No Options)
    Else
    General - Wait 180.0 Game Time seconds
    Unit - Create 1 DefeatedHybrid for player 9 at DefeatedHybridPoint facing DefeatedHybridAngle degrees (No Options)

    Hybrid Castanar AI Attacked
    Events
    Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
    Local Variables
    Conditions
    (Unit type of (Triggering unit)) == Hybrid (Castanar)
    ((Damaging unit) is in (Region((Position of (Triggering unit)), 30.0))) == True
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    ((Damaging unit) is in (Region((Position of (Triggering unit)), 6.0))) == True
    Then
    Unit - Order (Triggering unit) to (HybridF (Hazrad) - Constricting Slime) (Replace Existing Orders)
    General - Wait 1.0 Game Time seconds
    Unit - Order (Triggering unit) to ( Attack targeting (Position of (Damaging unit))) (Replace Existing Orders)
    General - Wait 60.0 Game Time seconds
    Unit - Order (Triggering unit) to (HybridF - Consume DNA targeting (Random Living unit from (Any units in (Region((Position of (Triggering unit)), 15.0)) owned by player Any Player matching Excluded: Self, Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)
    Else
    Unit - Order (Triggering unit) to ( Attack targeting (Position of (Damaging unit))) (Replace Existing Orders)
    General - Wait 60.0 Game Time seconds
    Unit - Order (Triggering unit) to (HybridF - Consume DNA targeting (Random Living unit from (Any units in (Region((Position of (Triggering unit)), 15.0)) owned by player Any Player matching Excluded: Self, Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)

    Hybrid Maar AI Attacked
    Events
    Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
    Local Variables
    Conditions
    (Unit type of (Triggering unit)) == Hybrid Maar (Zhakul'das)
    ((Damaging unit) is in (Region((Position of (Triggering unit)), 30.0))) == True
    Actions
    Unit - Order (Triggering unit) to (HybridC - Blink targeting (Position of (Damaging unit))) (Replace Existing Orders)
    General - Wait 2.0 Game Time seconds
    Unit - Order (Triggering unit) to (HybridC - Psionic Shockwave) (Replace Existing Orders)
    General - Wait 30.0 Game Time seconds
    Unit - Order (Triggering unit) to (HybridC - HybridC - Graviton Prison targeting (Random Living unit from (Any units in (Region((Position of (Triggering unit)), 15.0)) owned by player Any Player matching Excluded: Self, Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)
    General - Wait 60.0 Game Time seconds
    Unit - Order (Triggering unit) to (HybridC - HybridC - Plasma Blast targeting (Closest unit to (Position of (Triggering unit)) in (Hero - Hexer units in (Entire map) owned by player Any Player matching Excluded: Self, Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)

    Other Hybrids AI Attacked
    Events
    Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
    Local Variables
    Conditions
    Or
    Conditions
    (Unit type of (Triggering unit)) == Zealot
    (Unit type of (Triggering unit)) == Stone Zealot
    (Unit type of (Triggering unit)) == Hybrid Reaver
    (Unit type of (Triggering unit)) == Hybrid Destroyer
    Actions
    Unit - Order (Triggering unit) to ( Attack targeting (Position of (Damaging unit))) (Replace Existing Orders)

    Defeated By Hybrid Caste
    Events
    Unit - Any Unit dies
    Local Variables
    DefeatedByHybrid = (Triggering unit) <Unit>
    DefeatedByHybridType = (Unit type of DefeatedByHybrid) <Game Link - Unit>
    c = (Owner of DefeatedByHybrid) <Integer>
    Temp Loc = No Point <Point>
    Conditions
    Game Mode != 6
    Game Mode != 7
    (Owner of (Killing unit)) == 9
    DefeatedByHybridType == Hero - Hexer
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    Game Mode != 9
    Then
    General - Wait 3.0 Game Time seconds
    Spawn(c)
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    Computer Player[c] == True
    Then
    AI(Player Unit[c])
    Else
    Else
    General - Wait 3.0 Game Time seconds
    Variable - Set Temp Loc = Spawning Location[(Random integer between 1 and 25)]
    Unit - Create 1 DefeatedByHybridType for player c at Temp Loc facing Centre (No Options)
    Variable - Set Player Unit[c] = (Last created unit)
    Unit - Add 1 Movement Check to (Last replaced unit) from (Last replaced unit)
    Animation - Play Birth animation for (Actor for Player Unit[c]) as Default, using No Options options and Default Time blend time
    Unit Selection - Deselect all units for player c
    Unit Selection - Select Player Unit[c] for player c
    Unit Selection - Add Player Unit[c] to control group 1 for player c
    Camera - Pan the camera for player c to Temp Loc over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    Computer Player[c] == True
    Then
    AI(Player Unit[c])
    Else

    MODIFY EXISTING TRIGGERS

    Main
    Dialog - Select item 4 of AI Difficulty Dialog List for (All players)
    Game - Set the game speed to Fast
    Game - Lock game speed

    Dialogs
    Specialization Dialog

    Dialog - Create a Non-modal dialog of size (1000, 500) at (0, -200) relative to Center of screen
    ....
    Dialog - Create an image for dialog Spec Dialog with the dimensions (50, 50) anchored to Top Left with an offset of (50, 400) setting the tooltip to "Random Specialization" using the image Assets\Textures\ui_ingame_help_techtree_questionmark.dds as a Normal type with tiled set to True tint color White and blend mode Add
    Variable - Set Spec Dialog Item[5][1] = (Last created dialog item)
    Dialog - Create a button for dialog Spec Dialog with the dimensions (830, 50) anchored to Top Left with an offset of (110, 400) setting the tooltip to "Choose a random specialization." with button text "Random" and the hover image set to ""
    Dialog - Fade (Last created dialog item) to a transparency of 25.0 over a period of 0.0 seconds for (All players)
    Variable - Set Spec Dialog Item[(Random integer between 1 and 4)][(Random integer between 2 and 5)] = (Last created dialog item)

    Mode
    Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching (No Value), with at most Any Amount) and do (Actions)
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Unit type of (Picked unit)) != Pylon
    (Unit type of (Picked unit)) != Photon Cannon
    (Unit type of (Picked unit)) != Zealot
    (Unit type of (Picked unit)) != Stone Zealot
    (Unit type of (Picked unit)) != Hybrid Reaver
    (Unit type of (Picked unit)) != Hybrid (Castanar)
    (Unit type of (Picked unit)) != Hybrid Destroyer
    (Unit type of (Picked unit)) != Hybrid Maar (Zhakul'das)
    Then
    Unit - Remove (Picked unit) from the game

    Elim Death (Elimination)

    Killing Player != 9 (add to the main trigger conditions)

    Generic Soundtrack = 0 <Integer>
    Add it as a Global Variable to Gameplay folder.

    http://i939.photobucket.com/albums/ad235/Abion47/SC2 Categories/ui-editoricon-triggercategories_general2.png Map Setup
    If Then Else
    General - Else if (Conditions) then do (Actions)
    Else If
    Map == 1 Map == 3 Map == 4
    Then
    Variable - Set Generic Soundtrack = 1

    Else If
    Map == 2
    Then
    Sound - Stop Music soundtrack for (All players) (After Fading)
    Sound - Play Music TZeratul02MusicMain (Any Soundtrack Index) for (All players) (with cue Any Cue) and Do make default
    Variable - Set Generic Soundtrack = 2

    Rematch
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    Generic Soundtrack == 2
    Then
    Sound - Stop Music soundtrack for (All players) (After Fading)
    Sound - Play Music Hex'd Generic Soundtrack (Any Soundtrack Index) for (All players) (with cue Any Cue) and Do make default
    Else

    Mode Win Changes

    ФФО Килс 30, хкснафт Килс 30, ЦТУ 3 точки, Пер поуч 50 точки. Change the descriptions in Dialogs (Game Mode Dialog), Mode (UI Display "Game Mode: ) triggers

    Posted in: Triggers
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    posted a message on [SOLVED] Color text & Some Map Triggers to remember

    I dont want to publish ANY maps for now, especially just for download. Plus the map isn't ready, I can't upload it for every save i do can i >_>. My question is again like war3/sc where you could have the map appearing all the time if you put it in the right place... or Blizzard went ridiculous on that not being able to use in single the normal way. I suppose your answer means this is the only way.

    Posted in: Triggers
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    posted a message on [SOLVED] Color text & Some Map Triggers to remember

    Silleh meh, I just remembered that some Unit Tooltips have 'Heals 2 Life' in purple, so forgot the code obviously exists. Well thanks, I can deal with the color from now.

    My other question is, do you know a way to start the map from playing as guest that is if you haven't download it from bnet, or the only way remains Test Map through the editor/drag file on sc2 icon? Im trying to make it so that the map can be started in a normal way from the game without publishing and by just browsing the list of maps like you do in normal Play as Guest where you see the list of maps. Is there a way or not?

    That is where is the list of Maps you see in Play As Guest >> Play vs AI taken from? I can see the list of some custom and melee maps from bnet. Is there a way to add my map to such Assets or whatever list to make my map selectable for offline?

    Posted in: Triggers
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    posted a message on [SOLVED] Color text & Some Map Triggers to remember

    1. I have a trigger UI - Display "Test" for (All players) to Subtitle area and I want the 'Test' text to be in specific color. In war3 you could do that via |cf000Test|r - just an example, worked if you typed it in the trigger's text too, but does sc2 have a code or how do I make it via this trigger? Or do I need another type message?

    2. Is there a way I can play my map by browsing it as a Guest? Because for this offline map I want to play offline not by doing it through the editor 'Test Map' or dragging but by browsing from, Play as Guest (so that my name doesnt appear Local Player' when i type smth in chat or do I need a triggger to change the name of Local Player? That after I've already changed the name of the Players in Map >> Player properties

    Posted in: Triggers
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    posted a message on [SOLVED] Setting up a sphere model's texture ...

    All the trouble was because I used the trigger 'Attach Space Helmet to the Head of (Picked Unit)' which kind of fired the actual model file which is set to be the default sphere, that is why it still showed the normal sphere model with its chess-like texture even after pasting your model, actor and texture, only cause of the wrong trigger. Now when I use the trigger

    Actor - Send actor message "Create SpaceHelmet" to main actor of unit (Picked unit)

    it does show the model with the white.dds with transparency. I only wonder what attaches it to the heads of the units since I replaced the trigger that attaches to their heads. Anyway it is fixed now thanks for the continuous help! SOLVED

    Posted in: Data
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