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    posted a message on can't switch actor's model by event

    removing terms didn't help...

    Posted in: Data
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    posted a message on can't switch actor's model by event

    i set the terms and events to set/read the status, but it still doesn't work...

    Posted in: Data
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    posted a message on can't switch actor's model by event

    i examined these terms. the term in event that changes tint color works, but shouldn't work until the game switches actor's model... o.O

    that's surely weird for me.

    @Kueken531: i'll try your solution, but i think that's not the problem...

    Posted in: Data
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    posted a message on can't switch actor's model by event

    i set up these terms, because i want to switch the model twice and don't want to mess up with wrong switch.

    Posted in: Data
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    posted a message on can't switch actor's model by event

    i try to switch actor's model to other when the unit uses ability. the problem is: that doesn't work... i will attach picture with events.

    i have tried unitbirth event, but no effect...

    edit: base model i use is DarkProtossArchon, so that should work, i think...

    i think it should work: use ability - swap model to archon and apply tint; stop using ability - swap model to dark archon and remove tint

    Posted in: Data
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    posted a message on new ultralisk's attack animation does not execute

    the problem was that i should modify the weapon data in event list. there was a link to weapon that my ultralisk doesn't use. i changed it for my weapon and now it works. thanks for advice. :)

    Posted in: Data
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    posted a message on new ultralisk's attack animation does not execute

    i followed the tutorial http://forums.sc2mapster.com/resources/tutorials/8361-data-creating-units-weapons-and-more/ to create two units: modified zeratul and modified ultralisk. zeratul works perfect, but ultralisk's attack animation does not execute. he just closes to the enemy and plays attac sounds.

    i've noticed that in the ultralisk's attack actor there is no attack effect link, but there is launch (or impact - i don't remember) effect link, which i cannot find. i tried to modify that link (that does not work), recreate ultralisk's attack actor, insert attack link... nothing works :/

    any ideas how to fix that?

    Posted in: Data
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    posted a message on creating new textures of existing units - neon glows and other stuff

    thanks for help but i found that emissive image does not produce glow (and i have no means to create any - i think third party 3d modelling application is needed).

    the other thing is: i have created a modified model of lurker. it was done by hex editor. when i load the model with diffuse and emissive graphics - it messes up. the whole model turns red and like-glowing (but not glowing in the my understanding)

    image in attachment.

    is there any way to make that model work as i want? i mean, the horns of that lurker should be like the horns of ultralisk i showed before in my 2nd post (red-yellow). images in attachment. (i know these should be dds files, but i converted them for the forum view)

    Posted in: Artist Tavern
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    posted a message on creating new textures of existing units - neon glows and other stuff

    i am sure the model uses that texture. shaders quality is set to extreme. what do you mean about the lighting? it is set to "game" in the editor, but if i set it to "editor" there is no difference.

    i will attach an image presenting that nexus' glow works, but ultralisk's don't light areas (horns) should glow, but they don't

    Posted in: Artist Tavern
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    posted a message on creating new textures of existing units - neon glows and other stuff

    i have exported and edited diffuse texture for ultralisk. i thought i will be able to add a neon glow to his model, but after i edited and imported ultralisk_emissive.dds - i saw no glow. there was only a light area in the place of light color. how to create a neon glow? is it possible by editing only "unit_emissive.dds"? or are there another requirements?

    Posted in: Artist Tavern
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    posted a message on [models] Old models with new textures and old models with old textures

    i have modified zerg drone's texture. is there any way to create a separate model which will be using that texture with leaving the old model untouched? i want to have both models on my map.

    Posted in: Data
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    posted a message on [bank] is preloading really needed?

    so, my idea will not work? :/

    one bank of one character will have about 1,5 kB, so if i will try to preload all the banks (counting: 1,5 * 3 * player count (in my case: player count = 4) = 18) not all of them will be preloaded? i have seen a topic about maximum bank size on this forum. if i am correct, it is 8 kB (for all banks). or, maybe i am wrong and the banks can be preloaded, and i can choose which can be opened?

    Posted in: Triggers
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    posted a message on [bank] is preloading really needed?

    i have a short question for you: is bank preloading really needed to make banks work?

    edit: answer found. preloading is needed.

    so, the other question: is "preload" action fired only when the trigger runs, or it is fired always when the map is opened?

    i just want to create a possibility of chosing player characters with saving inventory and experience depending on player character (player can choose from a few characters but i don't want to load all the banks when the map initializes, because they will be too big - there should be one bank per one character for every player and only one should be loaded when players choose his character, so player 1 has banks: marine, ghost, marauder; player 2 didn't play as marauder, so he has only marine and ghost banks... and so on - i don't know if it is possible)

    Posted in: Triggers
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    posted a message on changing unit's armor icon by applied behavior

    is there any way of changing unit's armor icon by applied behavior? i have created a mod with item system, which uses armor-type items and i would like to change armor icon and/or armor name of unit wearing the armor. if noone understood me: in unit status area there are 2 icons: weapon and armor. weapon describes damage, attack speed and range and the other icon is armor.

    Posted in: Data
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    posted a message on making weapons use ammo

    is there any way to make all weapons use ammo? i've found field "charge" in "cost" field, but i don't know how to make "charge" field be linked with "charge" amount of right item in inventory... i mean: if i have item with 200 charges, then i can fire. if item charges = 0 then i cannot fire.

    Posted in: Data
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