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    posted a message on [Solved] Trigger Checking (Actor Attachment and Destruction)

    @38dedo: Go

    I was just using a pure model, there was no actor involved. The actor was a generic actor being created through the trigger 'attach model to unit.' If I start to play with actors, which I think I'm going to do for this, I might as well see if I can get it to play it's birth before creating it.

    I would rather it play it's animation to make it look nicer, it would look a little strange if the animation was frozen.

    Posted in: Triggers
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    posted a message on [Proof of concept] Make random dungeons using tile pieces
    Quote from s3rius: Go

    That'd not only save you the trouble of making dozens of wall pieces, but also go easier on the memory you need and on the people who want to use your system (since I think there's no Export/Import function for data objects).

    Good call. In this case I would remove the footprint from the doodad and use dynamic pathing blockers for the units that they doodads are going to be attached to.

    Posted in: Galaxy Scripting
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    posted a message on [Solved] Trigger Checking (Actor Attachment and Destruction)

    @38dedo: Go

    Well, the strange thing is that if I turn the bubble into a unit and attach the unit, it'll play 'stand' for forever, but it won't play the 'birth' and 'death' animation. It's like it's only creating a one-shot model to play through all of it's animations and dies, even if I tell it to play 'stand' forever. I think I'm going to have to read up on the data editing tutorials and figure out how to make the unit play it's animation on birth and death since that seems like it's the only way to maintain the bubble model.

    For those that know the data editor, I thought I'd throw this out there because maybe that's part of it, but the model type is based on 'PersistantSpellFX.' I tried changing it's parent to 'Unit' to see if that would make a difference and it didn't.

    Posted in: Triggers
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    posted a message on [Solved] Trigger Checking (Actor Attachment and Destruction)

    Okay, so I've got a trigger set up and I'm looking for it to do 2 things. It does 0.5 of that correctly.

    Get Oxygen 01
        Events
            Unit - Any Unit Enters Oxygen Gain 01
        Local Variables
        Conditions
            Oxygen == false
        Actions
            Actor - Attach Mobile Oxygen Field to Head on (Triggering unit)
            Variable - Set Oxygen Bubble = (Last created actor)
            Environment - Set time of day to 21:00:00
            Variable - Set Oxygen = true

    This is the 0.5 that it does correctly. It properly attaches the Oxygen Bubble, but for some reason; however eventually the bubble goes away. I'd rather just attach the model rather than making a whole unit out of it because when it creates the model the bubble does it's spawning animation, but when I did it as a unit it was just instant on the character. Same thing when it came to removing it through triggers.

    How do I make it so the model doesn't automatically go away? What it seems like to me is that it's playing through all of it's animations: birth, stand, then death.

    This doesn't manage to work at all. I've got 5 different lights set up based on time but it doesn't seem to change the lighting when it changes the time. On map initialization I have it set to the proper light set. Should I just scrap the idea of changing the time and just constantly change the light set and make each of those times their own light set?

    Posted in: Triggers
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    posted a message on (Video) Lost Planet RPG

    Looks really nice. IMO that guy doesn't move too fast. I think that's a perfect movement speed because he's barely outrunning the enemies.

    Posted in: Project Workplace
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    posted a message on Is my editor broken?

    @sageanarion: Go

    Do you have it set to autosave your map? I turned that on and my map started to glitch like that, losing it's dependencies. At one point all of the naming I did in the data editor was reversed and all of my triggers lost their names. I haven't had any such problems after turning the autosave off but it could be pure coincidence.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Proof of concept] Make random dungeons using tile pieces

    I thought of another way to handle a random dungeon; however instead of randomizing the actual 'terrain' it randomizes which pre-made section of the map you go to next. The big problem is that you'd need a lot of space to do such a thing because you'd have to make various hallways and rooms. You could then randomly generate which mobs and doodad units spawn in the rooms to change things up a bit.

    @RileyStarcraft: Go

    As for the LoS blockers, I'm not sure how their footprint works and if that also gets stamped on the map permanently

    Posted in: Galaxy Scripting
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    posted a message on How would you teach StarCraft II in 5 minutes?

    I believe for Windows 7 you have to use Windows Live Movie Maker or something like that.

    Posted in: General Chat
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    posted a message on [Proof of concept] Make random dungeons using tile pieces

    @ChromiumBoy: Go

    As you have mentioned, the triggers on doodads are very limited. That's why I recommend using the data editor to create units modeled after the doodads and use those instead of actual doodads. For purposes of triggers these 'doodad' units will be treated as units. You'll probably have to play with their push and stuff so players can't move them or walk around them.

    Another reason why making them units would be the fact that doodads implant their footprint on the ground and the footprint stays there. This is why it's suggested to use the dynamic pathing blocker units if you want to be able to unblock a path later in your game. If you use a pathing blocker doodad, it'll always be blocked even if you kill/remove the doodad.

    Posted in: Galaxy Scripting
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    posted a message on [Solved] Textures in 3ds Max

    @UltiDrgn: Go

    Ulti, you are my hero.

    lol, I was so tired when I made this thread I forgot to give it a regular title.

    Posted in: Artist Tavern
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    posted a message on [Solved] Textures in 3ds Max

    Okay, so I've been sleep deprived for a while but I think my brain is still functioning properly. Unfortunately the evidence is not in my favor because whenever I take a model that I export from WoWMV and import in to either 3ds Max or GXE, the textures don't come with it. When it comes to the whole straight from WoWMV to GXE I make sure to do the textures first and then, close everything down, bring it back up and then load in the model. That's still not doing the trick. Early on I managed to get a couple of low texture count models in, like a kitten; however, all but one have lost their connection to their textures and are now textureless.

    So, I decided to try the 3ds Max route. Unfortunately, the same thing happens. I put the textures in the maps directory (which worked for the SC2 exported models) as well as adding the assets/texture directory for the model into the user paths under customize. After that didn't work I decided to try the .m2 and .skin methods and that also didn't work. It seems like 3ds is importing those texture because they're showing up in the material section, but they don't seem to be doing anything there (and I don't remember how to apply textures but I shouldn't have to for these kinds of projects unless I was adding something new)

    In both GXE and 3ds I'm just getting an untextured model. I think I'm going to lay down for a nap. Hopefully that'll help recover my brain and/or some one can help give me some suggestions on what thing I'm doing wrong.

    Posted in: Artist Tavern
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    posted a message on [Proof of concept] Make random dungeons using tile pieces

    You can always make any doodad, or anything with a model, into a unit. Just make it so you can't target or select the thing and for the players it'll seem just like a doodad.

    Posted in: Galaxy Scripting
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    posted a message on How would you teach StarCraft II in 5 minutes?

    For starters, Blackboard is better than Moodle.

    Don't forget to mention the aspect of resource management.

    Posted in: General Chat
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    posted a message on names not working properly

    @Warmachine655: Go

    That's one reason I recommend naming them in the data editor like you would in the game, but use the editor's prefix and suffix tabs to help tell what is what.

    Posted in: Tutorials
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    posted a message on [Contest] Epic Battle Scene

    This looks like a fun contest but I'm still working on my custom map for the Blizzard one.

    Posted in: Project Workplace
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