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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    wellll, slightly modified. Just relocated one of the emissive lines in the.dds using Gimp.

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Didn't work. It's like, because it doesn't have a prefix like "Marauder_" or "Tassadar_", it wont read an attempted replacement.

    Oh well, here's the progression of my retextured Marauder, finished version on the right.

    I used the Wraith_Diffuse and Battlecruiser_Emissive. Hot stuff.

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    This is great stuff, opens new worlds of data editing and special unit designs.

    That being said, anyone figure out how to get that damn glow off Tassadar and the Preservers? I tried following the steps and replacing the Emissive (EnergyPlane3.dds) with a blank texture, no luck.

    Posted in: Tutorials
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    posted a message on 1.3 broke your map? Join the club.

    Well it's official, I'm locked out of most of the maps I've been working on. Since patch 1.3 the editor has made a nasty habit of duplicating terrain objects on top of one another. My longest running project now has several instances of the Trench terrain object placed 1024 times in several places I never even placed one. Load time for my maps went from 20 seconds, to one minute, to 5 minutes, and now wont open at all.

    Apparently until this gets fixed, I'm done with SC2 for awhile. Possibly even indefinitely if all these maps are irrepairably ruined.

    Posted in: General Chat
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    posted a message on 1.3 broke your map? Join the club.

    Man I'm glad someone brought this up. In addition to an occasional crash, I'm getting:

    -Repetetive and annoying warning messages during gameplay (almost identical to yours Kueken)

    -Disappearing/reappearing ground decals in the editor, making it very difficult to know what I put where

    -Hero icons grayed-out half the time

    -An inability to disable the Message box at the bottom of the editor, which locks up my map when it doesn't like something that I did

    • EDIT: Here's a screenshot of said stupid messages which dont prevent the effect from working. In summary, screw this patch and all the heartache it's created. It's not like Blizzard to create this many bugs with a patch and I hope they get around to fixing it real soon.
    Posted in: General Chat
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    posted a message on [Solved] Weird Weapon Bug

    Sounds kinda novice, but I've done it myself, does the morphed sieged tank have the correct weapon and turret in combat section? Otherwise I'm at a loss on this one. I cant reproduce the bug you're experiencing, it worx fine when I try it, but I cant see all of the factors in yours.

    caveat: Likely the v1.2 gremlin hard at work again jacking up our data editor...

    Posted in: Data
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    posted a message on Prevent shooting through walls using validator causes crash

    @scmapcritic: Go

    Man, all you need is that new validator called "Pathable" that checks to see if the current location of the check is ground pathable. Put this sucker on your missile's scanning kill-switch behavior under 'remove' or whatever, and your missile will impact on doodads, cliffs, and anything that cant be walked through or Ground units collide with. Works great with my deadfire-missile ability.

    Posted in: Data
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    posted a message on In need of Data Editor !!!

    @Air1: Go

    This sounds cool. I'm in, PM with what you want me to do.

    Posted in: Team Recruitment
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    posted a message on Missile Mover

    Okay, so long as it works the way you want it to. I'm too ashamed to count the number of hours I've spent tweaking and adjusting Local Offsets...

    Posted in: Data
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    posted a message on Dragging Units In [SOLVED]

    @Whillikers: Go

    Duplicate most of the Mothership's Vortex ability. Instead of applying a negative force, you're going to substitute an issue order effect. The order will be "Move" the Unit will be "Target" and the Target will be your search area effect - Target Point.

    Posted in: Data
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    posted a message on Missile Mover

    @c0rnbread: Go

    Okay, this is cheating a bit, but it works. I'm assuming you are using a Create Persistent to send the missile to a designated point, e.g. Y: -8. Go to your Actors tab, and create an attack action for this ability if you havent already. For the impact location, it should already be SOpTargetPoint, this is good. Just add on to that a SOp local offset that looks like this:

    X: 0.0 Y: 0.0 Z: 1.0

    This tells the action to send the missile to the target point designated, but +1.0 higher than the ground. Your mover is good, you dont need to mess with it at all.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    Is the Uber contest still going? Well, here's a potential entry: The Zeus - O.S.P. (See pic below post, couldn't make it bigger for dramatic effect)

    Features:

    - 4 x 15mm Autocannons, each one tracks and engages its own target while moving.

    - 2 x Multiple Launch Rocket Systems, each also tracks and engages its own target, deals splash damage.

    - 1 x Quad Siege Cannons, only fires when ordered to attack, must be facing target, min range of 8.

    - Trample area in front of tank, pushes back and deals damage to enemies in front of Zeus only while he's moving.

    - Cargo hold, up to 16 units.

    - Floodlights sorrounding tank, automatically engage between hours of 6pm to 6am. (Night cycle validator already in place, just need a map with cycling hours.)

    - 1 x Promethius cannon, think Yamato + Nuke...

    Not to overlap with any of the other uber tank submissions, but I'm pretty proud of how this sucker came out. Autocannons and MLRS' work best when just ordered to move, NOT attack-move. Thanks to Phaos for use of the turretless Merc siege tank. Also, no triggers were used, pure data editor.

    @BorgDragon: Go Zeus challenges your ubertank to a duel!!! :D

    Posted in: Data
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    posted a message on one weapon with multiple targets (please)

    For anyone who is interested, here's the map I mentioned. I'm sure there are far simpler ways to make this work, but this is the way that I found. As I said, the weapon fires three projectiles at a target. If there's two enemies, two projectiles will hit the first, one will hit the second. Three enemies will each get one projectile. The search area is attached to the target, so it will only detect enemies near your first target, this way you dont get a rogue projectile attacking an enemy behind you.

    Posted in: Data
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    posted a message on Pulling Effect

    @Kildare88: Go

    Use an Apply Force effect and set the force to a negative value. This force, multiplied with a persistent, will pull the target to the source of the persistent. To pull them faster, apply a behavior that increases the target's movement speed.

    Posted in: Data
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    posted a message on one weapon with multiple targets (please)

    I managed to pull this off, unfortunately my way was extremely complicated. My weapon fires 3 projectiles, all three will hit one target if there is only one, but will spread the 3 shots over multiple targets if they are detected. This involved about 12 effects and 3 behaviors. If you really want to know, PM me and I'll get you the map.

    Posted in: Data
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