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    posted a message on How do YOU do dialogue?

    @QMJ3: Go

    Honestly, I'm derailing myself a lot already by chatting in these forums and helping other people with their issues, but it's well worth it. I told myself I wasn't going to worry about it until my map has an end. Then I would go back through and polish everything up, especially my dialog. They probably have some good stuff in the tutorial list hosted by these forums.

    Posted in: Triggers
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    posted a message on How do YOU do dialogue?

    @QMJ3: Go

    Honestly, I'm derailing myself a lot already by chatting in these forums and helping other people with their issues, but it's well worth it. I told myself I wasn't going to worry about it until my map has an end. Then I would go back through and polish everything up, especially my dialog. The probably have some good stuff in the tutorial list hosted by these forums.

    Posted in: Triggers
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    posted a message on M3 Exporter

    @BurningTemplar: Go

    1. What you need to do is find out what kind of models they use for Doom 3.
    2. If 3ds Max doesn't support that file then you need to find a plugin to import the Doom 3 model file into 3ds Max.
    3. After you do any tweaking you need/want then you use the m3 file exporter and export that model into the SC2 usable .m3 format.
    4. Open up you game, hit F9 and then ctrl - i and import that bad boy in.
    Posted in: Third Party Tools
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    posted a message on Generating Long Patroll routes

    You've got a couple of options. First is what Kafoso mentioned, which makes a great patrol for a line path with 2 ends.

    Option 2 is for a loop, issue an "Patrol order targeting point B (replace existing orders)" and then "Patrol order targeting point C (after existing orders)" followed by a final "Patrol order targeting point A (replace existing orders)" Point A is the unit's starting position, or you can do it the other way around and go A, B, C with the unit's starting position being C.

    Posted in: Miscellaneous Development
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    posted a message on How do YOU do dialogue?

    @QMJ3: Go

    I was having a hard time getting the conversation system to do what I wanted. Of course that was before I came here and started looking at all of the awesome tutorials people had. I ended up syncing a conversation with triggers. I let the conversation handle the sound and text and the trigger handled the movement and the portraits; or something like that. I've temporarily disabled all of those triggers to work on later parts of the map so it's been a while.

    Posted in: Triggers
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    posted a message on .DDS Imports

    Sorry, was helping someone figure out a trigger.

    I'm just importing them into the GE on a map I created. I've yet to see much talk about creating a Mod, or even how to do it, so I figured that people were just using the words mod and map interchangeably (which I've seen done way too many times). My bad for assuming such a thing .

    Posted in: Miscellaneous Development
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    posted a message on Is this Ability Possible?

    @Klishu: Go

    You might be able to do it for some of the projectiles, like the missiles. I'm not sure if you can do it for regular ranged attacks like from a marine.

    Posted in: Data
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    posted a message on [Trigger] Switching unit control

    Give me a moment to try recreating this. Logically everything seems in line to me just glancing over everything.

    Edit 1:
    Actually, I think I noticed a couple of things that might be wrong. First is that I think (not sure yet) Party Member[0] should be Party Member [1] and they should all move up so it's 1, 2, and 3. The other thing is that when you're changing ownership, you're making it
    "Set Variable Main Character == Party Member[2]"
    when it should probably be the other way around

    Still in the process of recreating this.

    Edit 2:
    Okay, I recreated this with the changes I've mentioned and I can switch from Party Member [1] to Party Member [2] but I can't switch from Party Member [2] to Party Member [3]. I double checked to make sure that all 3 units are being stored properly. I think I have an idea for how to make this work differently.

    Edit 3:
    Problem solved. replace the "Main Character == Party Member [X]" Condition with "Owner of Party Member [X] == 1"

    I'm also going to see if I can smash all three changes into a single if then trigger, but that might be uglier than having a trigger for each swap.

    Edit 4:
    ... I had everything working and then I removed my verifiers and now for some reason they won't swap any longer.

    Edit 5:
    Double solved. When I initially created the switch triggers, I gave each swap it's own key, because I'm OCD like that. When I had it working, I started to convert it to a format you would like. Unfortunately, it won't run if you set all 3 triggers to they same key press, which is why it stopped working when I moved them all to tab.

    I created that single trigger, which is an if/then chain and set the key press to tab. It works beautifully and swaps through all 3 units. I also through in a little bonus there by clearing the selection and selecting the new unit. You should just be able to copy the trigger from the map I uploaded.

    As a learning process I'm going to make this into a trigger library.

    Posted in: Triggers
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    posted a message on RPG Map with Dungeon

    I see one of two things possible.

    1. People see the awesomeness of your skills and want to join your team to make an RPG (hopefully ORPG) I was just thinking of how fun/silly it would be to have a WoW dungeon for say 5 players. I'm actually trying to get a working copy of my shadow priest I used to play into SC2 for such a purpose. Have a little more tutorials on 3ds to watch so I can touch it up and make it look proper.
    2. People see the awesomeness of your skills and want you to join their team. If I end up starting a project like what I just mentioned, I'd def want you doing the terraining.
    Posted in: Project Workplace
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    posted a message on Ability target multi units

    @Reaperguyver: Go

    By multiple units, do you mean an AoE or like multiple selected targets?

    Posted in: Data
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    posted a message on .DDS Imports

    Well, I have been having issues with imported textures, especially if they're supposed to be attached to a model. However, I had no problem with creating a dialog item out of a .tga and having it show up as requested in game. Keep in mind by 'in game' I mean test mode. As I'm using my brother's copy I'm not actually authorized to play on bnet and kill his bad boy reputation.

    Posted in: Miscellaneous Development
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    posted a message on .DDS Imports

    @KratsAU: Go

    Let me play around with some files a bit.

    Posted in: Miscellaneous Development
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    posted a message on BETA Open - Ring of Creation

    @Ashbringah: Go

    I'll help beta test... when I can actually buy my own Starcraft 2, which will be super soon. Right now I'm using the battle.net account of my brother - who is currently deployed overseas for the military - but I'm not allowed to do battle.net stuff, as to not bork any of his stats. I'm caving and buying my own copy within the next couple of days since I want to be able to upload my map when I finish it and be able to help people with their own. Plus I'd like to actually be able to play some finished maps.

    Posted here for the bump to increase awareness and will be sending you a PM.

    Posted in: Team Recruitment
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    posted a message on [Library] Add Experience To Unit

    This is what I call, quest rewards made easy. Thanks and awesome job.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Demo] Destructible Flying Islands (in a vortex)

    I don't know what kind of language is allowed on these forums so I'll just say it this way.

    That was fraking BA.

    One suggestion. Wait for the doodad death rubble to clear before dropping the floating island.

    Posted in: Project Workplace
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