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    posted a message on Longer charge on weapon

    @Hightree: Go

    I would find the actor/model for the beam itself and try slowing that down in the data editor. I managed to do that for a doodad that I wanted to appear powered down. I'm not sure what you'll have to play with to sync up the attack time once you manage to change the animation time.

    Posted in: Data
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    posted a message on Triggers can't delete pathing blockers?

    @NotDeadYet3: Go

    Well, the main problem is that while you can kill a doodad and remove a doodad, you can't remove it's footprint through a trigger. You can manipulate the behavior of a unit, but not that of a doodad.

    Posted in: Galaxy Scripting
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    posted a message on Terrain Texture Drawing of Anime Girl, Need Opinions

    My opinion: do more.

    I think this is an excellent example of what the terrain editor is capable of. I see so many people making terrain that looks like it was pulled straight out of SC1. Those maps lack character. This map IS character.

    Posted in: Miscellaneous Development
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    posted a message on Beast's Anime Recommendations
    Quote from s3rius: Go

    Rurouni Kenshin: Tsuiokuhen (Action, Drama)

    This would have been on my list had I actually watched more than a few episodes. I have so much anime and so little time. Doesn't help that it's something the wife and I do together so I try not to watch the anime she wants to watch unless she's home from work. She usually doesn't like the older animation such as Rurouni Kenshin, Evangelion, Revolutionary Girl Utena, etc. She has made a few exceptions and this would be one of them - as well as the other two I just mentioned.

    Okay, no more slacking for me, back to working on my map.

    Posted in: Off-Topic
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    posted a message on Creating new User Interface /RPG map

    @Sweepingzero: Go

    Sorry I've been a tad busy. Would love to see how the selector is going. I just published a library based on using dialog and dialog items to replace the standard transmissions, so I think I'm ready to try tackling my own hero selector now too.

    Posted in: Team Recruitment
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    posted a message on Infested Arena - Sc2 Custom Game Commentary

    @ApolloStarcaft: Go

    I enjoyed this map. Found it a little hard at times to try and click on my allies to heal them though.

    Posted in: Map Review
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    posted a message on Headquarters

    Looks interesting. Took me a bit to realize what the units in the command card were for, then I noticed that you send some of your units to the other lanes.

    BTW, you get bonus points for having an AI.

    Posted in: Project Workplace
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    posted a message on [Library] Dialog Based Transmissions

    Okay, so here's the first release of my Transmission Library, which is done through Dialog.

    Transmission

    There aren't a ton of details but they're all included at the Asset's page.

    I put it through some rigorous single player testing but if you see or have any problems with it. Keep in mind this is only version 1.0 and is pretty bare bones as far as features go. When I finish with my map I'll go through any suggestions and see how I can improve it.

    Posted in: Trigger Libraries & Scripts
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    posted a message on My environment work (Picture Heavy)

    @Redfox777: Go

    Your stuff looks fantastic.

    The only suggestion I have for you, because it's a common theme on all of your maps: spend more time with the actual texture painter. For the most part you have texture A and texture B. You should only have pure textures in a area that is pure (e.g. well maintained road or lush grass field - which should have some foliage). Mix some of the textures together. Throw a little grass in the middle of the road, some dirt spots where the grass has worn away. Plus, add some of the other textures just for highlights and shadows.

    You are amazing when it comes to carving out landscapes and I bet you'd handle texture mixing beautifully. Unlike me.

    Posted in: Terrain
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    posted a message on Onslaught Juggernaut

    @IskatuMesk: Go

    Purty

    Posted in: Artist Tavern
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    posted a message on [Misc] Text Styles (75% done)

    I know this has been buried for a while but it's an awesome reason and I'd love to see this thing complete. Would also be amazing to see a 3rd party tool made out of this that would have a list of all the possible fonts and allow you to type in text and preview how it would look with that font.

    Posted in: Tutorials
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    posted a message on Need help improving my Aggro System.

    Only thing I can even think of, because I'm still kind of a nub, would be to somehow use an Array and limit the number of monsters that a player could reasonably fight at a time so as to not go over the array's capabilities.

    Posted in: Triggers
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    posted a message on [Ulti Can You Do This] CM_Nova

    @UltiDrgn: Go

    That works perfectly fine for me. I bet I know what you're planning with them, which coincides with the reason why I'm not in a rush to get it. I plan to make an updated version (or sequel) of my map after I submit it for the contest, which means I can't use your work. If you get the time to throw that in, even after you release the models, awesome. If you don't, still awesome because I can use SM_Nova.

    Posted in: Artist Tavern
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    posted a message on Trigger help: Last killed unit?

    Just set up a trigger that runs when any unit dies with the unit type you're looking for as a condition. Then, use a global variable (interger) and have that trigger increase it by 1.

    Posted in: Miscellaneous Development
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    posted a message on [Request] Dreadlord\Malganis

    @EkstreM: Go

    Honestly I'm going to bet that maybe SC2 doesn't handle making an object hidden for some animations and show for others. That would explain why they have death models in the first place. I know SC2 can handle having objects in a mesh hidden though, because Nova holds what looks like a combo, between a sword and a baton, while editing her in 3ds Max.

    Posted in: Requests
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