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    posted a message on Trouble with Texture Doodad

    @DrSuperEvil: Go

    I have been really busy over the last month with this 2D animation college course and sorry for the late reply.

    What I did was duplicate the actor and adjust the actor scale; then in the grass texture that I chose I added that into the foliage. But this comes up with a lot of gray bubbles. It might be the variations and will try when I have time.

    PS: I can make a video which might be the best way to tell what I am doing wrong.

    Update:

    How do I set an actor to a foliage? It seems to only want models.

    Posted in: Data
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    posted a message on Actor Move Animation Speed

    I will try these out. I have been busy with college, work, and playing WoW, D3, and DayZ. I need two bodies, to not sleep, or be able to have one of those mind reading things that you can input information into a computer.

    Update:

    I will be reducing the movement speed to a more accurate-appearing speed making animation speed unnecessary.

    Posted in: Triggers
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    posted a message on Actor Move Animation Speed

    /bump

    Posted in: Triggers
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    posted a message on Trouble with Texture Doodad

    Bump.

    Posted in: Data
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    posted a message on Zerus Bridge

    Do you mean duplicate the Mar Sara bridge doodad and hide it then place the Zerus Log Bridge on it? That does not work because I can't walk over it like a terrain object. Is there any way to make the Zerus Log Bridge into a terrain object?

    Posted in: Terrain
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    posted a message on Trouble with Texture Doodad

    Update:

    I am not going to use that actor/model and ended up using the original Zerus grass but changing the scale. I needed to reduce the scale of some things because I am making a third person shooter with actors being at half its size plus making the scale more realistic such as the Ultralisk being much larger than normal or Battleships and other flying units being much much larger.

    I am wanting to make grass that is the Zerus Curtain model with the maximum scale of (1.50000 1.5000 .2000) and the minimum scale (1.0000 1.0000 0.1000). When I duplicate the Zerus Curtain model and change only the maximum and minimum scale I get those actor-error bubbles instead. Can someone help me?

    Posted in: Data
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    posted a message on Actor Move Animation Speed

    Is there anyway to slow the animation for walking using a trigger? The reason is I am making an RPG with a sprint mechanism but sprinting causes the unit to look funny because its movement speed is increased.

    Posted in: Triggers
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    posted a message on Zerus Bridge

    It is a doodad. And I have both those dependencies. The doodad is a doodad and can't be walked over.

    Posted in: Terrain
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    posted a message on Zerus Bridge

    I would like to learn how to make the Zerus Bridge. I can't seem to figure it out on my own. I will look more into it while I wait.

    Edit: To help people understand, when I put the Zerug Bridge down it does not act like a bridge. I would like to let units walk over it.

    Posted in: Terrain
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    posted a message on Help - Floor Doodad

    Update

    SOLVED! I went through the list of doodads for a second time and checked out the solar panels - they work!

    Original Post

    Is there a doodad that I can use as a floor that has a bottom to it? Reason why I ask is I am making a building with multiple floors and need something that can act as a floor but will not be invisible if you look at it from the floor below. I have tried the Space Platform Rooftop Installation, Ground Props, and even made a doodad with the ShapeCube and all have an open or invisible bottom.

    Posted in: Data
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    posted a message on Help - Radius Check

    @willuwontu: Go

    Easy enough. Give all of the playerUnit a behavior that does a search area, but my problem is the torch variable needs to be set to true in order to have that increased aggro range.

    Posted in: Triggers
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    posted a message on Help - Height Validator

    @Cybrok: Go

    Thanks for the help.

    @LaxSalmon: Go

    I'll try this, thanks!

    Posted in: Data
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    posted a message on Help - Height Validator

    Is there a validator that requires a specific height of a unit from the ground?

    Reasoning why I am doing this is I want to make a building with multiple floors for my TPS map and don't want players be able to attack things on different floors.

    Posted in: Data
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    posted a message on Help - Radius Check

    @willuwontu: Go

    So like this? If yes, then why even do an Action Definition? Or was that for the movement?

    Posted in: Triggers
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    posted a message on Help - Radius Check
    Quote from willuwontu: Go

    Not exacly what he means. He meant an action definition. And then you just initialize it once and have a repeat forever with a wait at the end of the set with the period you want it to check.

    In the Action Definition, could I check off Loop under the Options instead of adding a Repeat Forever action?

    What would the Parameters be, if any?

    Since there will be more than one player, will I need a parameter for Player, Unit, and each movement key variables such as WASD? Then run this Action Definition when the Map Initialization ends or whenever the actual game play that requires the unit to be moving begins?

    Posted in: Triggers
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