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    posted a message on Unlocking a map

    @grenegg: Go

    'fraid not. :(

    It'd be cool if Blizz made it so you can unlock your published maps, but I doubt that'll happen. Oh well, maybe I'll return to it someday and rework the triggers. I'm just bummed about all the work I put into it.

    Posted in: General Chat
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    posted a message on Unlocking a map

    Hey, I had a map that I was developing previously during beta. Some time through, I ended up making an error in formatting my hard drive without backing up my files. From that point on, I decided against locking maps. Unfortunately, the only way I know to unlock a map is to download it, extract it with an MPQ, and re-do all the triggers from scratch. There's a LOT of triggers, so I'd really rather not have to do that. I recently had the urge to continue production of the map. Is there any way to recover the map in its entirety from my uploaded maps? Or am I doomed to restarting? If that's the case, I might just give up on the project as a whole.

    Oh, and sorry if this is in the wrong section. I couldn't think of a fitting place to put it.

    Posted in: General Chat
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    posted a message on Cheese

    @xcorbo: Go

    Maybe I'm not doing it right, but I can't see the model at all. (Not in-game or in the previewer) I set the texture file in the root folder and 'Assets/Textures/'.

    Posted in: Requests
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    posted a message on Cheese

    Cheese, I just want a textured model of cheese. Like, one of those sliced cheese wheel things. (The sliced piece, not the unsliced section)

    Posted in: Requests
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    posted a message on Search Area - Unit Type

    I want to give a unit a behavior that lasts about a second given from another unit. If the behavior expires, the effect 'suicide' is set off, killing that unit.

    Basically, a unit summons another unit, and if the summoner dies, the summoned dies as well.

    I've run into 2 problems. I want it to detect by the units type, not by the units attributes, otherwise it could potentially give a different unit the behavior and make them tied to the owner. Another problem is that the summoned unit dies at random, no idea why.

    Posted in: Data
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    posted a message on Remaking Angel Arena

    @Paranoiks: Go

    How should it be done though? Should it show the EMP graphics? (missile, explosion) Or just a green healish graphic on each of the units instantly in the area?

    EDIT: Just decided to do a quick remake of the EMP spell. Link Removed: http://www.mediafire.com/?mf60911qqgxv2wq

    Posted in: Team Recruitment
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    posted a message on Remaking Angel Arena

    I'm decent with the data and trigger editors. I can help a bit with that. Though I lack of imagination, so any ideas for heroes or whatever will have to come from someone else, I'll just make it happen.

    Posted in: Team Recruitment
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    posted a message on Unit attached to spawner

    So, I have a unit that can spawn a max of 2 of a unit type. Basically, what I want to do is make it so when the unit that spawned this unit dies, the unit will turn neutral and if an enemy or ally walks up to it, it is given to that player. How would I do this? If possible, I'd also like that unit to be able to continue forever, no matter how many ownership changes it goes through.

    Posted in: Data
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    posted a message on how to make nuke don't need to be armed?

    @RealYnsanity: Go

    There's a search feature in this forum, at least try to do a quick search before asking stuff.
    Removing Nuke Requirements

    Posted in: Data
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    posted a message on Alternating Weapon Fire Locations

    So I have a weapon on the Colossus. It fires a beam from 1 side, then the other. I want this weapon to alternate every time it fires. At the moment, I have a crappy work around where it's all 1 weapon with 2 effects and an effect that laternates between the 2, and fires 1 beam then another, with overall 2x the cooldown. This works fairly if he can just hit the enemy with both weapons before the cooldown. But if you wanna micro it, you gotta either wait for him to use both sides, or hit once, wait 2x the normal cooldown, and hit again. I looked at the Attach Methods, and I couldn't figure out how to make one myself that does this. Using the Marauder Attach Method doesn't work the way I want it to. So how can I do this?

    Posted in: Data
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    posted a message on [Passive] Negating any abilities that affect energy negatively?
    Quote from Eiviyn: Go

    Validator - Behaviour on your energy skills.

    Quote from Alzarath: Go

    Thing is, I'm not allowed to modify any of the offending abilities. So it has to have this effect without validators attached to feedback or anything like that.

    Posted in: Data
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    posted a message on Changing Mover?

    @zeldarules28: Go

    I was hoping to avoid doing it. I don't even know if it's allowed for what I'm doing, but I guess I'll just do that anyways. I think I'll actually just keep it so he can't go over cliffs. Mostly for balance reasons. Is there a way to set his vision height at least?

    Posted in: Data
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    posted a message on [Passive] Negating any abilities that affect energy negatively?

    @aczchef: Go

    Not at all, I want it so any ability targeted at you, like feedback, that would remove any energy, is negated.

    Posted in: Data
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    posted a message on Changing Mover?

    @aczchef: Go

    Under 'Movement', I have 1.5 'Acceleration', 'Deceleration', and 'Movement Speed' multipliers and I set 'Plane Delta' to 1 'Air' and -1 'Ground'.

    Under 'Unit' I put 'Height' as 4 and 'Height Time' 'Start' and 'Stop' to 2.

    Posted in: Data
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    posted a message on Changing Mover?

    @aczchef: Go

    I appreciate it. I'll continue searching as well.

    Posted in: Data
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