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    posted a message on Crap, 3DS Max won't install...

    Glad you figured it out, my first bet upon reading the topic was a computer specs issue. It's not an easy program to run.

    I'm just curious who does their market research to determine what price point it should be sold at. I bet the did research but stopped at a certain price point and didn't even consider charging something normal like around $100. The expensive part is designing the the program, not spitting out the disks. With player mods, including remodeling, becoming so popular I bet it would sell very well at a more reasonable price point than they expect.

    Posted in: Artist Tavern
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    posted a message on Model Request

    I suck at textures, so I usually don't play with those. The only reason I don't have this finished yet is because I'm relearning 3ds Max while also trying to learn the newest version. Ran into a hurdle I'm trying to overcome and then I'm done.

    Posted in: Artist Tavern
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    posted a message on Model Request

    @38dedo: Go

    That sounds like an interesting project, I'll see if I can't give that a go.

    Posted in: Artist Tavern
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    posted a message on Nova - Prepped for an RPG (Inquiry/Request)

    @tFighterPilot: Go

    Bah, you're right. My Previewer was set to hide bones for some reason. Speaking of bones, it's too bad the data editor doesn't allow attachment straight to a bone, since it certainly recognizes them.

    Posted in: Artist Tavern
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    posted a message on [Triggers] Shared resources when player leaves

    Okay, so here's what I've come up with.

    http://static.sc2mapster.com/content/attachments/5/944/Player_Left_Reward.jpg

    I'm not sure what an income wars is, but I still think this might to the trick, with possibly some tinkering depending on what you have going on, like making it check every 1 second rather than every 5.

    Since I'm OCD it should be done in a form where you can just copy the section for player 1, and paste it, then change all the 1s to 2s for player 2 and so forth.

    Posted in: Miscellaneous Development
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    posted a message on [Triggers] Shared resources when player leaves

    I think it could be possible, but pretty complicated. Give me a sec to play around with it for a bit.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Changing ownership of a structure w/ regions

    @KriegerZero:

    I would do something like this
    Event
         Any Unit Enters (Region X)
    Actions
         Player Group - Add player (Owner of (Triggering unit)) to ("Players in Region X" from the Global data table)
         General - If/then
               If
                   (Number of players in ("Players in Region X" from the Global data table )) == Y
              Then
              Else

    You'd probably have to make a trigger opposite this that removes them from that player from the player group if their unit count in that region = 0

    Posted in: Triggers
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    posted a message on Need comment about my map's Terrain

    @Wakeman:

    Great start, but a lot of the actual terrain seems pretty bare, as far as doodads and variety. Since you are doing an outdoor map I think it's even more vital to go over some of the ground textures with another texture or two, using the airbrush, noise, and fractal tools. It allows you to add a little color and variation to the ground  like subtle paths in somewhat well tread areas (which I noticed a little bit)

    Posted in: Terrain
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    posted a message on Mindless wandering of monsters?

    @Puged:

    I will have to look into that. I currently have a trigger set up for a unit to move targeting a relative point near it's current position. That does the trick but I'd rather the data editor handle that for some units.

    Posted in: Triggers
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    posted a message on [Resolved Trigger] Changing the unit color of all units in a unit group

    There's the work around I was looking for, thanks a ton. That should help me out with other triggers as well down the road.

    That still does a single unit at a time, since it has to pick them, which bugs me for some reason that the editor only handles a single unit for some tasks that shouldn't care about numbers of units.

    Posted in: Triggers
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    posted a message on Is it bad to use a while loop without any wait?

    I have a loop going and it doesn't seem to matter that it goes through the trigger like 50 times, of course that's a little different than it lasting the whole game's duration; however, the game is constantly checking for trigger events and conditions to be met, so I don't think a couple of loops are going to make much of a difference. While I'd rather not have them because I'm OCD like that, they do what they need to do.

    That being said, I think Riley has a point, depending on how your shop is set up. I could see a chain of 'if/then' actions in a single trigger. Something like:
    any unit enters region of the shop

    if money < 100
    then open shop 1
    else
    if money <1000
    then open shop 2
    else
    if money <2500
    then open shop 3

    etc.

    I'm currently new with the if/then stuff but something like that would be a little easier (and for someone OCD like me, better) than constantly checking for the player's money and updating the shop on the fly when it can be canned into an activated trigger.

    Posted in: Triggers
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    posted a message on Can someone help me with some english tooltip?

    @fr0d0b0ls0n:

    If you need any other help with English down the road let us know and we'll see what we can do. That's awesome that you're going through and translating your map so that other players can enjoy it.

    Posted in: Data
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    posted a message on Nova - Prepped for an RPG (Inquiry/Request)

    I bet a lot of people are working on a Nova game, because she's pure awesomeness. I think what I'm most upset about is that her cinematic actor is only a model. No bones, attachment points, or animations. I think in order to help me get better acquainted with 3ds I might play around with that model and see what can be done with it.

    Posted in: Artist Tavern
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    posted a message on Patch 1.1 announced

    Seriously, why did they waste our time by telling us about the lame balance changes for melee maps when they should have been telling us the cool stuff. Rather than making a post about "this is what the game is losing" it should have been details on mod changes, which could have been a post about "this is what the game is gaining."

    Posted in: General Chat
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    posted a message on [Resolved Trigger] Changing the unit color of all units in a unit group

    Okay, so I'm looking for an easier to do this, to reduce the trigger executions that occur. Because of the limitations in the trigger editor we can only change the color of 1 unit at a time, rather than groups of units; which doesn't make sense to me. So I set up a loop to change the color of a random unit in a unit group. I'd rather not have it loop the some 50+ times I might need to all but insure that all of the units will be changed. Because I just started this section of my map I'm only changing the color of 7 units at this very moment, but a loop of 20 misses a couple even in such a small group. Eventually I'll have larger groups as well as multiple groups so I'd to stream line this as much as possible.

    In the looping trigger I have an if/then set up checking for an integer. The Color Change action is as follows

    [?] Set Unit Color
     -  [X=] Unit: Random Unit From Unit Group
              [X=] Type: Any
           -  [X=] Source Unit Group: Units In Region Matching Condition
                    [X=] Unit Type: Any
                    [X=] Region: Color to White 01
                    [X=] Player: 3
                    [X=] Unit Filter: Excluded: Missile, Dead, Hidden
                    [X=] Count: Any Amount
         [X=] Index: (Player 00) White

    Posted in: Triggers
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