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    posted a message on Custom Model Death Animation

    @TheSC2Maniac: Go

    I'm not really sure I understood, I am using a custom model using the Umojan Marine. The death animation is still with the normal marine though.

    Posted in: Data
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    posted a message on Custom Model Death Animation

    Hi guys, I don't know how to get my custom models death animation to work. I'm using the Umojan Marine model but I'm very inexperienced with the Data editor so when my unit dies a normal marine animation shows. How do I fix this? Thanks in advance!

    Posted in: Data
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    posted a message on Unit with 0 sight radius still able to "see" units
    Quote from Ranakastrasz: Go

    So you want the ambience of the map to be darker? I think there are fog or lighting options available somewhere to help with that.

    Sight range determines how units reveal the Fog of war, which is a seperate concept.

    I've played around a little bit with the lightning editor, that opened some interesting opportunities but I think what I need is a unit that is seen through FoW :P Thanks for the help though!

    Posted in: Data
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    posted a message on Unit with 0 sight radius still able to "see" units

    Sup guys, I've go a slight problem with my map, I want my unit to have 0 sight radius as to make everything darker. However I still want to be able to see units from atleast a couple of yards away and I really have no idea how to do this. I'd appreciate any help! Thanks in advance

    Posted in: Data
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    posted a message on Making certain doodads non-transparent
    Quote from TheAlmaity: Go

    Go to the models tab, find the model, set "Art: Occlusion" to "none". If that for some strange reason wouldn't work, set Occlusion Opacity to 1 as well.

    That did the trick! Many thanks mate

    Posted in: Data
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    posted a message on Making certain doodads non-transparent

    Hey guys, I need some help with making doodads like Rock (Tower) not become transparent when a unit approaches it (or the camera is in a certain angle, whatever triggers it to become transparent). Hopefully you understand what I mean, the "transparent" doodads are ones like archways and such. I haven't got much experience with the data editor so perhaps it's just som simple value that has to be modified. Thanks in advance and happy holidays!

    Posted in: Data
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    posted a message on Adjusting camera following speed

    Hi guys, I've got another problem that needs to be dealt with :P In my map I have a certain vehicle that runs faster than the standard unit you control. When controlling the vehicle the camera doesn't really catch up to the speed of the vehicle. It's a TPS map I should add, I need some sort of trigger that adjusts the following speed for the camera. Thanks in advance!

    Posted in: Triggers
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    posted a message on How do I make an action that has a certain % chance of triggering?

    Thanks a ton guys, got it to work now! :)

    Posted in: Triggers
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    posted a message on How do I make an action that has a certain % chance of triggering?

    Hi guys, I'm trying to put in an action where there's like 2% chance a certain sound file is played in the middle of a trigger, and I basically have no idea as to how I should make this "chance" condition. I'd appreciate any help on the matter. Thanks in advance!

    Posted in: Triggers
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    posted a message on Camera issues

    @Talon0815: Go

    I thought I had tried that already, it worked perfectly! You have no idea how much that helped! Thanks a ton dude.

    Posted in: Triggers
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    @Wolfstarcraft: Go

    It says what you need to ddo on the first page, Martinolsson describes it there. You need to set custom values of the units you want to kill. There's a trigger in the engine that says something like "Set Enemy Unit Height", go there and modify what unit you want to change the custom value of and then set the value to something you find proper. The value represents how "tall" the unit's hitbox is. So if you have an Ultralisk you want a bigger value then if you had a baneling. And don't forget to change your enemy on the map to Player 15.

    Posted in: Triggers
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    posted a message on Camera issues

    Hi, I've got a problem that I don't know how to solve at all. I'll try to explain it the best way I can. In my TPS map the main unit who has cameras following him and such, enters a vehicle. Then the trigger below is run (with modifed camera depth and height) so that cameras are applied for this vehicle. When the main unit exits the vehicle, the camera is supposed to go back to normal by running the trigger again but for main unit but instead it's like the cameras from the vehicle and main unit "collide". The camera is no longer following the main unit. It's centered between the vehicle and the main unit. As a temporarily fix I made a trigger that re-runs the camera trigger for main unit when the main unit a certain distance from the vehicle. Then the camera works, but as soon as he comes within certain range of the vehicle the two "collide" again. The camera trigger is as follows:

    Camera - Lock camera mouse relative mode On for player Player

    Camera - Turn camera mouse rotation On for player Player

    Camera - Turn camera height displacement Off for player Player

    Camera - Turn camera height smoothing Off for player Player

    Camera - Pan the camera for player 1 to (Position of PlayerUnit) over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning

    Camera - Follow for player 1 (Unit group(PlayerUnit)) with the camera and Clear Current Target

    Camera - Apply camera object Rotation (Facing of PlayerUnit) for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration

    Camera - Apply camera object Angle Of Attack 0.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration

    Camera - Apply camera object Distance CamDistance for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration

    Camera - Apply camera object Height Offset CamHeight for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 0% deceleration

    Posted in: Triggers
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    posted a message on Toss Grenade Ability Detonating on impact
    Quote from Bilxor: Go

    @DeepCover187: Go

    What you're talking about is a physics engine desgined for your grenade throw. I've looked into this too, it's excessively complicated, but here's some info:

    http://www.sc2mapster.com/forums/resources/tutorials/22121-triggers-implementing-a-physics-engine/

    Is that really the easiest way? Thanks for posting the thread though, I'll make sure to check it out tomorrow :)

    Posted in: Data
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    posted a message on Toss Grenade Ability Detonating on impact
    Quote from DrSuperEvil: Go

    I assume you have some sort of system for aiming your normal attacks. Just take the target point and use a Launch Missile effect to launch a missile from your unit to the target point.

    And if I aim straight up into thin air? :P

    Posted in: Data
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    posted a message on Toss Grenade Ability Detonating on impact

    Hi, I'm trying to make a sort of grenade toss/grenade launch ability for my hero in my TPS map. Since it's a third person shooter map things get very complicated for me when I try to make an ability like this one. The engine I'm using is using a traceline, I want the ability to be a grenade toss towards where the crosshair is facing, which is current camera yaw of player1. The Grenade will arc and explode upon impact (doodad/unit/ground). I've really got no clue atm from where I should begin, any help would be greatly appreciated. Thanks in advance

    Posted in: Data
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