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    posted a message on Actor events question about camera.

    Is there a way to reference a camera objects position via actor events?

    Posted in: Data
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    posted a message on Key Detection And Network Lag

    @zeldarules28: Go

    Are you saying that even if the event specifies the key that needs to be pressed the trigger will fire?? No wonder people avoid trigger wasd movement. Probably useless for anything other than a single player map.

    Posted in: Triggers
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    posted a message on Has anyone ever made some metroid stuff??

    Don't know about you guys, but I think a samus model would be pretty bad ass. Wondering if maybe someone has already thought ahead.

    Posted in: Art Assets
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    posted a message on Just gonna leave this here

    @Keyeszx: Go

    Quote from Keyeszx: Go

    Hopefully, he looks soo cool. Although I wonder, if they actually make a unit out of him will he be fast or slow and will his main weapons be the gun looking things or the psi blades?

    His bulkiness makes me think of a marauder but those blades imply possibly some melee combat too. Well, it's not as if units are limited to one weapon. He probably uses both weapons.

    Posted in: Requests
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    posted a message on Just gonna leave this here

    @Keyeszx: Go

    Holy.... That thing is beautiful.

    Posted in: Requests
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    posted a message on Small question about lava, farclip, and fog.

    Not sure how exactly I fixed this before, but obviously not how I thought.

    I am absolutely certain the fog is at the height of the lava now however the lava peers through the fog. Anyone that knows what causes this please please help me out with this.

    Posted in: Terrain
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    posted a message on I want to reset the height of my terrain.

    So easy. Awsome.

    Posted in: Terrain
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    posted a message on I want to reset the height of my terrain.

    I just wanna reset the height of all the terrain in my map so its all even again. I'm not referring to cliff height, but rather just the terrain. I'm guessing I have to do something in the mpq editor, but as to what that may be I have no idea.

    Posted in: Terrain
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    posted a message on Site operation and model addition. Weather.

    So I used Site op to attach a weather effect model to a units actor. Every player only controls one unit anyway so it actually works out pretty well. One thing I can't seem to get sorted out is preventing the weather effect model from rotating with the unit. Any tips?

    Posted in: Data
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    posted a message on Small question about lava, farclip, and fog.

    Alright so I have my map set up for mouse look aka mouse relative mode. I'm using black fog and no sky box to sort of create a fading into darkness type feel to hide the far clip. My only problem is that lava seems to be pretty persistent in that it wants to ignore my fog and reveals the far clip when you look at from a distance.

    Edit: Never mind I found the problem. My fogs starting height was higher than my lava. Sigh, now I feel kind of silly for posting this lol. I thought it was something more complicated.

    Posted in: Terrain
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    posted a message on Bottomless pits?

    @garrawr: Go

    You need to set up cliffs that do this. Go to where it says "Map" at the top of your editor and go to "Map Textures". The data editor will open up the data type for terrain texture sets.

    There are three fields you need to be aware of which are background model (fixed), cliffs, and hide lowest level. I suppose the obvious thing you wanna do is enable hide lowest level. If you do not want a sky box to show up below your map you can set your background model (fixed) to none. Some cliffs are not made for having the lowest level disabled so you will have to use one that is. You should change that in the cliffs field if necessary.

    If you don't like any of the cliffs that are made for hidden lowest levels you could consider making a custom cliff. Go to the "terrain cliffs" data type in the data editor. So for example if you wanted to make a organic cliff you could go to Braxis Alpha Organic Cliffs and duplicate it as well as rename it to whatever you want. Go under the cliff material field and pick whatever organic cliff texture you want. Basically, what your doing is using the cliff mesh from Braxis Alpha, but your changing its texture. You can fiddle around with the different meshes too if you want to.

    When your finished with all that you'll need to re pick your texture set so your map sort of reloads the texture set. I don't really recommend this if you've been working a long time on your maps textures, but what I do is pick another texture set then pick the one I was using to refresh it. Honestly, I'm not sure how to make the map sort of reload the texture set without picking a new one.

    Posted in: Terrain
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    posted a message on Need help with effect targets.

    I'm starting to get my little project to work right now. Thanks, you two.

    Posted in: Data
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    posted a message on Need help with effect targets.

    @Builder_Bob: Go

    I'm sorry, but I think I'm still confused a bit so lemme ask some questions. How exactly does the relationship between an issue order effect's target and a persistent effect's target's work assuming the persistent effect is using the issue order effect as its initial effect, expire, periodic, etc...?

    Posted in: Data
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    posted a message on Need help with effect targets.

    So I was looking at this lagless wasd data editor and it got me thinking a bit, but I'm not exactly the most skilled person when it comes to the data editor.

    I'm trying to use a issue order effect with the move ability. Not 100% sure how to describe my question.... Um.. wondering how I would make the unit move using the units axis. If I were to use a persistent effect with the issue order effect how would I cause the offset to use the units axis instead of the map...?

    So for example if I use a -2 x offset the unit will move toward the right of where it is currently facing.

    Posted in: Data
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    posted a message on Large map, detail, and doodads. Need some lag tips.
    Quote from Mozared: Go

    And on a last note - if you're using the 'generate foliage' button, get some holy water from your local church and decontaminate your PC. That button is the devil and should never be pushed.

    Even if you set up foilage to appear in specific areas using allow/disallow?

    Posted in: Terrain
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