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    posted a message on Recruiting 3D Modeller(s)

    Along with myself, a team has been working on a new race for StarCraft that adds ponies. Yes, ponies, from My Little Pony: Friendship is Magic. But we need some help. None of the modellers we've gotten have been able to contribute their time to us properly. They've all gotten too busy or have merely ceased contact with us. We need modellers that will have time to work on and be capable of modelling/animating said models.

    Posted in: Artist Tavern
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    posted a message on [Resolved] Target Location; Require Vision

    @Deadzergling: Go

    I searched all over the ability, maybe I missed something, but I couldn't find anything that made it require vision.

    I fixed it though. I gave it an initial set effect that has the 'Has Vision' validator. That seems to do what I need. If you could say where it would be in the ability for future reference that would be nice, though.

    Posted in: Triggers
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    posted a message on [Resolved] Target Location; Require Vision

    I've basically reversed the Mass Recall ability so it searches the area around the caster and teleports all units to the targeted location. I'm having problems getting it to only allow you to target visible locations though. What can I do to make it require this?

    EDIT: Er, just noticed I posted this in the Triggers forum. My bad.

    Posted in: Triggers
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    posted a message on Conditional Ability?

    @TheAlmaity: Go

    Ah, thank you. Never used a switch effect before. This helps.

    Posted in: Data
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    posted a message on Conditional Ability?

    I'd like a single ability to apply a behavior to 1 nearby unit. But I want it to have conditions for how much it costs and what behavior to put. If it is unit type X, I want it to give the player 1 mineral and apply behavior X. If it's unit type Y, I want it to cost 30 minerals and apply behavior Y. If it's neither of those it should give an error. Is this possible?

    EDIT: Made 1 search with 2 apply behaviors that each had unit type validators. Still need the mineral modifications/requirements. I'll update if/when I complete them.

    Posted in: Data
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    posted a message on We Are Friend

    I think it'd be pretty awesome if a remake of the original StarCraft map 'We Are Friend' by 'Radeath' would be made. It was a very impressive and fun map for StarCraft Brood War and I can't imagine it being very difficult to recreate in the StarCraft 2 engine. I can't give you any screenshots, as I no longer have the ability to play the original, but it's basically an arena-type map with a single unit per player. I believe it was based off the anime Fate/Stay Night.

    To maybe refresh your memory, here are some of the chants that were in the map:
    Unlimited Blade Works
    Enuma Elish
    Hm, can't remember anymore. Feel free to remind me of any you can think of.

    I'd make an attempt at it myself, but I've already two projects I'm working on and am quite busy.

    As well, here's the latest version of the map I could find: We Are Friend R26Z

    Posted in: Map Suggestions/Requests
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    So the missiles seem to refuse to launch from the weapon (using the Auto Turret model). It's only launched from the base of the original unit, despite how much I've experimented and have yet to get it working properly.

    Turret Actor:

    FieldLight Cannon Turret Actor
    Attachment: Pitch Query +Ignored
    Attachment: Turret Body +LightCannonTurret:Implicit:Actor Find:(None):Disabled
    Attachment: Yaw Query +TurretZ:Ignored
    Editor: Editor NameLight Cannon Turret Actor
    Event: Events +(TurretEnable.LightTowerTurret):():(Create)


    Turret Site:

    FieldLight Cannon Site
    Editor: Editor NameLight Cannon Site
    Event: Events +(UnitBirth.LightTowe/UnitDeath.LightTower):(/):(Create/Destroy)
    Hosting: Host +LightCannonTurret:Implicit:Implicit:(None):Disabled
    Hosting: Host Site Operations +SOpAttachWeapon:Disabled:Disabled


    Attack Action:

    FieldLight Cannon Attack
    Target: Launch SiteLightCannonSite

    I gave as much info as I felt necessary, I can add more if you need it.

    Posted in: Tutorials
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    posted a message on Resetting Parent?

    Hm, thanks for the help. I ended up just deleting all the data and starting anew. It'd have been more trouble to delete them all individually with how I had it set up, so I just deleted all the data files in an MPQ editor. It was really messy, and It'll be better to work on my own terms. Thanks anyways guys, this'll be nice for future reference on a hopefully much smaller scale.

    Posted in: Data
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    posted a message on Resetting Parent?

    So, apparently I was a bloody idiot a year ago. I was modifying all these parent units and not duplicating at all. I want to undo this and duplicate all the units that need it. Problem is, I have no idea how to efficiently reset a parent to it's defaults. Obviously right-clicking and clicking reset to parent doesn't work. Is there some other way to do it? I've tried deleting all these text values and stuff, but some I just can't delete for some reason.

    EDIT: Specifically Editor Prefixes. For some reason many of these seem un-fixable.

    Posted in: Data
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    posted a message on Continuing map production from an old map

    I'm not entirely sure how to title this efficiently, so that'll have to do.

    I've returned to working on a map I took a break from for a few months to a year. I expected some broken stuff, but not on this scale. I select 3 weapons at the start of the map which are all given to 1 unit. One of these weapons is, for some reason, given to another unit by default. Yet, selecting said weapon removes it from those units and, as intended, gives it to the proper unit. I could find nothing in the trigger editor involving that weapon that seemed out of place and the unit that shouldn't have it doesn't in the data editor. Any ideas where I could find a solution to this?

    Another mystery to me is that the custom armor name for another unrelated mod I've been working on has taken the place of the supplies name once. I can't recall what race it was that had it, could find no trace of the name in the Text editor, and have yet to reproduce it. If you can think of a reason that would happen I'd also like to know that. I'll update if I can reproduce it. The map uses the Liberty (Mod), Liberty (Campaign), and Liberty Multi (Mod) dependencies, and the unrelated mod wasn't seen.

    Help would be appreciated.

    EDIT: Erm, well, the incorrect weapon thing seems to have suddenly disappeared as well. I guess... I'll post here again if I need help? Thanks for reading and considering anyways. :

    Posted in: Data
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    posted a message on Complete Current Research

    So basically l want a targeted ability that completes 1 queued research upgrade instantly, is that possible?

    Posted in: Data
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    posted a message on Giving unit to Neutral Hostile

    Hm, any chance you could give me the specifics for a basic ability that'd do this?

    Posted in: Data
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    posted a message on Giving unit to Neutral Hostile

    @Photoloss: Go

    I'm able to give it to Neutral and myself, but not Hostile. (that, or it's not changing colors and they don't attack eachother)

    Posted in: Data
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    posted a message on Giving unit to Neutral Hostile

    Simple, I want a targeted ability that turns the enemy to Neutral Hostile for 20 seconds. I've tried changing the buff to Hostile, but that doesn't seem to take any effect.

    And yes, this needs to be done with the data editor.

    Posted in: Data
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    posted a message on Dual-wielding Lenassa Dark Templar

    I want my character to have 2 Warp Blades, one on each wrist. I'd love it if someone could do this for me. ^ ^

    Also, it'd be awesome if they could couple it with a modified Lenassa Dark Templar portrait that instead had orange eyes. That's optional, but I'd still really like it.

    Thanks for the consideration.

    Posted in: Requests
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