• 0

    posted a message on Protoss building colors

    @Vietman:

    Don't understand exactly what you want to do but to change color you have to go to the main actor of the unit (buildings are a type of units) then look for the field "Events +", open it and add a new event, 1st you choose when to activate it, if you want it from the creation of the unit chose "Unit Birth - Unit Name(ex: Nexus)", after that change the term, by default, "Action Impact" to one of this:

    Set Tint Color for global color of the unit.

    Set Team Color (its the player color) separated in 2 colors the diffuse and the emissive.

    Choose colors you want, white = no color HDR (High Dynamic Range) is the simulated emmision of light.

    Posted in: Data
  • 0

    posted a message on Dark Archons?

    @Vietman:

    Go at the:
    Data module -> Actors (Tab) then look at the right for Events + and double click on it
    And create a new Event Unit birth -> Dark Archon
    And under that its a term there look for Set Tint Color

    Posted in: Artist Tavern
  • 0

    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    I made another version, much better and supports more formation and much more units but the problem is that i see no way to share life without trigger event of type (take damage) and the squad agains 30 marines for example slows any computer a lot...

    Any idea?

    Posted in: Triggers
  • 0

    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    I made a map with all the requirements, but probably a lot of bugs...

    One I know but didn't spent time to fix it is that when you order targeting a unit other units on the group can chose as target any (ally or enemy) in 5 range of target unit position, and for attack for example should be only enemy.

    Here you have the video:

    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/Clb86rBzlo8?fs=1&amp;amp;hl=es_ES"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Clb86rBzlo8?fs=1&amp;amp;hl=es_ES" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    And the map is attached

    Posted in: Triggers
  • 0

    posted a message on Siege tank

    @Aenigma: Go

    Oh, nice solution, thanks but instead of count down I think its better to add validator to remove buff when its "Tank Mode" and add as final efect the "Move" order. I tried yesterday a bit and I couldn't find a solution of how to make tank unsiege targeting any point, I tried with the issue order effect "Player - Caster" and "Target - Caster" but didn't worked, only when I targeted tank with the ability (kinda useless unsiege).

    Edit. I give up im too noob at data editor.

    Posted in: Data
  • 0

    posted a message on Siege tank

    Sorry, I'll be more explicit.

    What I want is when I have a Tank (Siege mode) selected and I right click on the ground to issue order to "Unsiege" and after that to move to point I clicked.

    I attached a example of it but with triggers.

    Posted in: Data
  • 0

    posted a message on Siege tank

    Hi, I want to put "Move" order to "Siege Tank (Siege Mode)" and when the move order is given to morph it to "Siege Tank (Tank Mode)" before moving. Can someone tell me how?

    Any help is appreciated.

    Posted in: Data
  • 0

    posted a message on Copyright...

    @sherardt: Go

    So, only the name is protected? The gaming style isn't? I just don't wanna lose my SC2 account.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Copyright...

    Not sure if its the right place to post it, but here I go.

    I started to use the map editor and I made a Tetris, the question is:

    Is it legal to upload it?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] The Uberlisk

    Hi, I want to ask if you can make the spine attack only on a specific direction/zone (green grass) like the green spine in the image. And I found a little error in the guide, actor type "Attack" should be "Action", at attack actors (end of the guide).

    Posted in: Tutorials
  • 0

    posted a message on [Data] Working with Beams (Beginner Difficulty)

    @ProzaicMuze: Go

    I changed the angle to 90ยบ (1st image).

    And still hit between "Ionic Splitter" and the "Primary Target" (2nd image).

    I think the search angle is the maximum separation between secondary targets but don't affect their position.

    It's probably more complicated than that but if you can do it im here to learn. :D If u have time to check it out, I would appreciate it.

    Can you take a look at my "Laser Cannon" when the primary beam kills the target the secondary ones spawn location is the cannon and not the primary beam impact point. Can you fix it, tell me what you changed and upload again?

    Posted in: Tutorials
  • 0

    posted a message on [Data] Working with Beams (Beginner Difficulty)

    @ProzaicMuze: Go

    hmmm... It's not that but thanks anyway.

    Posted in: Tutorials
  • 0

    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Hi, I would like to know how to make the "Ionic Splitter" secondary beams hit only the targets behind primary with a certain angle.

    Example attached.

    Posted in: Tutorials
  • To post a comment, please or register a new account.