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    posted a message on [HotS] Hero Icon in upper left corner?

    To get the hero panel, you need the Swarm Story dependancy. Then in the trigger editor, create a trigger where the action is to create a Hero Panel for the unit.

    However, I haven't figured out how to edit the panel itself. So you get it up there, but nothing works except for health.

    Posted in: Triggers
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    posted a message on [Question] Turn-Based Pathing System

    Well, actually, your paragraph about making them only be able to select an adjacent tile is exactly what I need. I just didn't think it was possible.

    However, I'm only a freshly graduated high school student. I haven't started college yet. But this is probably the hardest system I need to create. I'd like to attempt it.

    Hexagons, squares, circles, it doesn't matter to me. It was really only an idea as a visual for the players to know where they could click to. And yes, you guessed correct. The entire system is based on left clicking.

    I do need obstacles, as I'm replicating a tile-based game and some tiles were impassable trees or other units. Speaking of which, units should have collision in this example. More than that, my unit should not be able to enter a square that is occupied by another unit.

    To Soulcarver, I've already seen his video and he doesn't finish the set. I'm also not an idiot and wasn't looking for somebody to do the work for me. I was looking for someone to shed some light on the subject.

    Posted in: Triggers
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    posted a message on [Question] Turn-Based Pathing System

    Hello again! I'm looking for an efficient way to create a turn-based pathing system. I could link a video directly outlining what I want, but it's a showcase of a WIP and I believe that's technically stealing.

    First, my disclaimer: I DO NOT WANT A TURN BASED TRIGGER SYSTEM. JUST A MOVEMENT SYSTEM.

    Anyway, here's what I want:

    When a player selects his unit to move, the unit has a specific amount of movement tiles it can move before being locked out of movement until the next turn. For example, say a marine can move 10 squares per turn. That means, if he moves 5 squares, he can move 5 more squares before having to wait until the next turn.

    I have NO idea how to create this effect. I'm not looking for any fancy graphic effect, I just want a nice, clean and working solution. I'd be very grateful. Thanks in advance!

    Note: I will PM the video to anyone willing to help, and I can expand further in detail if I must.

    Posted in: Triggers
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    posted a message on [Question] Importing Warcraft 3 Models

    Warcraft 3 Models do come with their animations, but my problem is that I need to optimize the TGA textures as DDS textures for space. With that said, when I open the model in 3DS Max, EVERY single model associated with it loads up as well, as a transparent model. I don't know how to do it.

    Open the Town Hall building in 3DS max and you'll see what I mean.

    There are a lot of textures, because of the common death textures and the construction textures. So I just uploaded the model and the optimized texture that fits the physical model. If you want the other textures, I'll upload them as well.

    Posted in: Artist Tavern
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    posted a message on [Question] Multiple Worker Models

    Photoloss is the only one that understood what I wanted. I didn't want an attachment point, I wanted an entirely new model to swap. I'm testing your method now Photo.

    EDIT: As to what I'm doing, I have a warcraft 3 styled worker that I want to create and it seems to be the most realistic way using WoW models.

    EDIT#2: Works like a charm! Thank you very much!

    Posted in: Data
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    posted a message on [Question] Multiple Worker Models

    Hello again! Is it possible to create add multiple models to a worker in substitute of animations?

    Example: You train an SCV. You have him mine minerals. When he mines enough minerals, his model changes to an SCV holding minerals to return to a Command Center. When he returns the minerals, his model goes back to his "empty" model.

    Is THAT possible to create? I KNOW that currently mining functions through a behavior, and minerals are just a site operation. But is it possible to mix models as animations?

    Posted in: Data
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    posted a message on [Question] Importing Warcraft 3 Models

    What would attaching a model do? I'm not trying to tell you you're wrong, I just have no idea. Make sure you test the Town Hall specifically, as it's probably that hardest one.

    Posted in: Artist Tavern
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    posted a message on [Question] Importing Warcraft 3 Models

    Hello! Before I begin, correctly read the title. This thread is for WARCRAFT 3 (III) (THREE), and not World of Warcraft.

    I'm trying to port over Warcraft Buildings. Although they look genuinely worse than WoW's buildings, these buildings have animations, and I'm no animator. How would I go about doing this? I know how to port warcraft models, but dealing with buildings isn't something I was taught.

    For example: I ported over the Human Town Hall model and opened it in 3DS Max. However, the ENTIRE building is an orgy of transparent models. Is there a special technique I'm supposed to use? Am I supposed to delete every single OTHER transparent model than the one I want, and do it for each upgrade?

    I'm so confused. I don't even know how to properly apply the textures. Can anyone shed some light on this? Feel free to ask questions to get a better bearing on my situation.

    Thanks in advance!

    Posted in: Artist Tavern
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    posted a message on Random Unit Orientations

    I honestly have no idea. I didn't set that up or anything. They just do it. The cinematic will play as normal, but the units will sometimes slowly turn to face another direction and stay that way. I could add triggers to constantly make them turn to face their target, but that's tedious.

    Posted in: Data
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    posted a message on Random Unit Orientations

    Hello again!

    I've run into a bump in the road. It's that kind of things that slaps you in the face as your map reaches completion. I have a cinematic that starts the map off and during the cinematic my characters will randomly turn and face a different direction. There is NO trigger that dictates this action, and I haven't overly tested it outside of the cinematic so I don't know if this thread should be in the trigger section. If it should be, I apologize.

    So my question is, is there a way to fix this? I'll sum it up in a TL;DR: Units randomly choose to face different directions during cinematic.

    Thanks in advance!

    Posted in: Data
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    posted a message on [Solved] Experience Veterancy

    Would that work? How would I trigger that? EDIT: Nevermind, I think I found it :D Okay, so apparently there ARE triggers for experience gain. I hadn't even thought about it. Sorry :|

    Posted in: Data
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    posted a message on [Solved] Experience Veterancy

    Hello again!

    I'm currently working with the experience veterancies and I'm trying to freeze it. What I mean is, there will be multiple maps linked together, similar to a campaign, and I want to bank the veterancy. But that's not my problem. My question is, is it possible to make a limit for the map so when a hero gets to a specific level, the experience rate freezes. I did NOT say caps, I said freezes. Think of the Warcraft 3 campaigns. Your hero had a level limit per map, and he would gain no experience until the next level. Is THAT effect possible, by any means, with this editor, currently? If not, I can just make a level cap per map, but that's more of a last effort for me.

    As always, thanks in advance!

    Posted in: Data
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    posted a message on [Solved] Delayed Weapon Sounds
    Quote from TheAlmaity: Go

    As for different sounds I don't think there are enough/appropriate sound files to make it work for all weapons It would take a long time to set up IF it works

    Basically in the Action actor you have the "impact map" field where the impact stuff is set, and that one has a lot of different values you can use I believe which depend on the attachment properties of the enemy unit (Defined in the Models tab) like "Light Armor", "Flesh", "Metal" and "Shield", and which index of the Impact Maps field will be used depends on the squib type of the attachment point the impact is played one (So not only can you differentiate the sounds per unit, but per parts of unit based on its attachment points)

    Well, I have imported sound files anyway, so there's no shortage of those. Either way, thank you very much. Thank you as well, DrSuperEvil.

    Posted in: Data
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    posted a message on [Solved] Delayed Weapon Sounds

    Hello again. I'm trying to delay the weapon effect, so that it coincides with it's owners animation. As of right now, it basically plays the effect and damage of the weapon at the right cooldown, but the unit goes through the beginning of the animation when this all happens. I'd like to time it so that right when his animation reaches the right point, the sound and damage goes through.

    EDIT: Also, is there any way I can change the sound that plays depending on the armor type of the unit? For example, if the unit has light armor, it plays a bash sound, but if it has heavy armor, it plays a slash sound?

    Thanks again, in advance.

    Posted in: Data
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    posted a message on [Solved] Death Animations

    Well, I entered the Model name from the Models tab and no-go. Am I supposed to enter the actual model name.m3? I'm not understanding this. Edit: Sigh, nevermind. Got it. Thanks a bunch.

    Posted in: Data
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