I've also noticed that if you leave Galexy Editor open for 6+ hours it starts building up lag. Same thing for me where it spreads to the rest of the computer and ultimately have to shutdown the computer just to be sure it's all cleaned out.
I'd probably try by editing the tint via events. But if you dont end up finding a color you like, maybe try texture select by id but I'd think doing it by simply changing the tint would be easier, only problem I see is finding a color that doesn't seem to cartoonish or unrealistic.
I highly suggest, as Dr Super Evil did, to use the texture select by id. It's extremely simple, just mess around with it and it'll open up sooooooo many options for you. As for there only being one standard zealot model, it's 'cause your dependencies aren't set to include campaign units. And besides the "Prison Zealot" in the tut is just an example, you should be replacing "Prison Zealot" with something you want, ie "Char Giant Rock" or whatever it is. This way you can have the huge spires that char has, but give it a haven rock texture and it'll match.
I don't understand what you are asking. But if you have a structure/unit connected to the cliff pathing somehow.....reapers will jump them/colossus will scale them? Is that what i'm to believe?
As far as the siege tank goes I'd just give it validator's to check if it has X enemy units in range and if so to siege. And another for if it has 0 Enemy's in range to unsiege.
Is the only way to set up a physics engine is with the triggers? I've been curious as to how a physic engine would work and the process involved. But triggers just doesn't seem right to me. Any good sites that show the theory/concept behind physics engines?
Do you actually want to do footprint data editing if not there's easier ways around this.
So let me get this, you want the buildings to still have their normal footpoints so there's a grid to build on and so you CAN'T stack buildings? Also units have to be able to move through the buildings as if they weren't there but still be able to interract with them... This is what I did.
I'm pretty sure all you really have to do is change verious radious' of the unit. I also disable all except "Structure" under "Movement - Collide" in the "Unit" tab. I'm not sure which ones you don't need to, I just did them all to be safe. But under the "Units" tab change "Movement - Radius" and "Movement - Seperation Radius" to 0 as well as under the "Model" tab change "Radius" to 0. I Believe that's all you need to do, that's what I did anyhow.
I had the same problem the first few times I tried doing something similar. Just keep retrying. And make sure you dup everything you need(unit/model/actor/behavior/effect). Keep in mind that it's almost always something simple, and that's why you missed it. Did you change the new units behavior to your new behavior.
Try, try, try again. You'll get it eventually and the more you redo it, the more you'll learn.
I didn't read any responses but I might look at how the auto-refinery works. I know the text that says "4" every x seconds is in the actors somewhere and it is editable. That might be an efficient way of having it say something right above the unit.
0
I've also noticed that if you leave Galexy Editor open for 6+ hours it starts building up lag. Same thing for me where it spreads to the rest of the computer and ultimately have to shutdown the computer just to be sure it's all cleaned out.
0
I'd probably try by editing the tint via events. But if you dont end up finding a color you like, maybe try texture select by id but I'd think doing it by simply changing the tint would be easier, only problem I see is finding a color that doesn't seem to cartoonish or unrealistic.
0
They probably made the call to not link everyone because of performance issues.
0
But there is no way of creating units(cargo) inside of other units/structures purely with data.....?
0
I highly suggest, as Dr Super Evil did, to use the texture select by id. It's extremely simple, just mess around with it and it'll open up sooooooo many options for you. As for there only being one standard zealot model, it's 'cause your dependencies aren't set to include campaign units. And besides the "Prison Zealot" in the tut is just an example, you should be replacing "Prison Zealot" with something you want, ie "Char Giant Rock" or whatever it is. This way you can have the huge spires that char has, but give it a haven rock texture and it'll match.
0
I think he wants item X to be automatically picked up by his hero; if he's in range AND targeting(selecting?) item X.
0
I don't understand what you are asking. But if you have a structure/unit connected to the cliff pathing somehow.....reapers will jump them/colossus will scale them? Is that what i'm to believe?
that is neat
0
Look up some stuff on FPS or TPS see if that leads you in the right direction.
0
As far as the siege tank goes I'd just give it validator's to check if it has X enemy units in range and if so to siege. And another for if it has 0 Enemy's in range to unsiege.
0
You could always somehow use the stacks to act as a fourth energy bar.
0
Is the only way to set up a physics engine is with the triggers? I've been curious as to how a physic engine would work and the process involved. But triggers just doesn't seem right to me. Any good sites that show the theory/concept behind physics engines?
0
Well that's your problem right there. Triggers are sooooooo WC3.
0
Do you actually want to do footprint data editing if not there's easier ways around this.
So let me get this, you want the buildings to still have their normal footpoints so there's a grid to build on and so you CAN'T stack buildings? Also units have to be able to move through the buildings as if they weren't there but still be able to interract with them... This is what I did.
I'm pretty sure all you really have to do is change verious radious' of the unit. I also disable all except "Structure" under "Movement - Collide" in the "Unit" tab. I'm not sure which ones you don't need to, I just did them all to be safe. But under the "Units" tab change "Movement - Radius" and "Movement - Seperation Radius" to 0 as well as under the "Model" tab change "Radius" to 0. I Believe that's all you need to do, that's what I did anyhow.
0
I had the same problem the first few times I tried doing something similar. Just keep retrying. And make sure you dup everything you need(unit/model/actor/behavior/effect). Keep in mind that it's almost always something simple, and that's why you missed it. Did you change the new units behavior to your new behavior.
Try, try, try again. You'll get it eventually and the more you redo it, the more you'll learn.
0
I didn't read any responses but I might look at how the auto-refinery works. I know the text that says "4" every x seconds is in the actors somewhere and it is editable. That might be an efficient way of having it say something right above the unit.