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    posted a message on Attach trouble
    For the attached light actor, look into Model Flags, uncheck "Allow hit test".
    Posted in: Data
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    posted a message on Playing Animation for Specified Time
    My previous post was all about actor events, there's nothing related to triggers there.
    Posted in: Data
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    posted a message on Playing Animation for Specified Time
    Oh, then that's easy, the animation exists. When an event X occurs (effect Y starts, or ability Z SourceChannelStart, whatever you want), you want to do two things : AnimPlay for the animation, and a TimerSet 0.5 MyTimer. Then you add another event, Timer Expired, with a term for the name of your timer (MyTimer), and you clear the animation (AnimClear).
    Posted in: Data
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    posted a message on Actor Error (Cannot clear a prop) [Solved]
    Well, I don't think we are going to join a game and "wait for the error to show up"... Your best bet would be to copy as text and paste all the relevant events of your spectre actors here. Or, attach a map sample that will immediately cause the error in the first couple second from one specific unit.
    Posted in: Data
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    posted a message on Playing Animation for Specified Time
    You'll have to export the model, load the m3 model into 3D Studio Max using the m3 import/export plugins, create a new animation, and export back. Brief answer, it's not easy. Edit: Actually, is there an existing animation that partly does what you need?
    Posted in: Data
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    posted a message on (Solved) Adding Death Animation
    In the unit's main actor, catch the UnitDeath message and swapmodel with a model which does have the death animation? Or use a custom death actor (referenced by the main actor instead of the generic death actor) and swap the model there.
    Posted in: Data
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    posted a message on SPACEWAR Tribute.... remake of old game
    The concepts are interesting. The game mechanics make it very hard to maneuver (as it was in the original game) but add the battle.net lag on top, and it's very difficult to control your vessel. I don't think the game should start before you have picked your vessel. Also, it's tricky and time consuming to use these little sliders... I would rather just put a selection of ships to pick from. Still, it's interesting, but it's so hard to control your ship around! :)
    Posted in: Map Feedback
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    posted a message on Replacing a Unit(substitute for morph)
    I think you really need to use morph abilities for this. What's the limitation you encountered, weapon cap of 64? Each unit could have its morph ability to change to whatever it's supposed to when hit by the beam.
    Posted in: Data
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    posted a message on (Solved) Projectiles don't collide with targets
    It's really not clear what you did. Copying an existing object will not break anything, you must have modified something. Make sure the Launch Missile effect got the correct ammo. Make sure the Action actor is linked to the proper effects and it is linked to the right Missile actor.
    Posted in: Data
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    posted a message on Grit and Plasma Guns: The Fate of Terrans
    I haven't tried Hobrow's map. This one is a little more elaborate than it may appear from the screenshots... While all basic units have been kept the same, they all appear reduced in size and "capital ships" and the like appear truly huge and powerful in comparison (I always found most unnatural for a battlecruiser with a supposed crew of 8000 to be worth about 10 marines). The vast range of special abilities are all handled by Tactical AI functions and autocast for players, so there's no need to panic upon receiving a Science Vessel or Raven. I don't presently have an EU publisher. If you would like to be that person, just let me know, I'll trust that Moderator tag ;).
    Posted in: Map Feedback
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    posted a message on Dark protoss deaths
    Did you create a separate death Actor, rather than using the generic one linked to a specific model? Most Dark Protoss units die with a custom death Actor rather than the generic one, for that actor to also transfer texture changes to the death model (rather than just scale and the like). Look up the main actor of an existing dark protoss unit as reference.
    Posted in: Data
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    posted a message on (Solved) "Kills:" on unit info
    Data editor, pick unit, Kill Display set to None (or Never, or something like that).
    Posted in: Data
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    posted a message on Grit and Plasma Guns: The Fate of Terrans
    Hi, the map has just been made public on North America servers and I would appreciate any feedback! It's mostly a defense co-op map which I have been working on for the last two months. I meant to take better screenshots but I just kept forgetting to take any while playing with others. The map is rather intense, I think it's a good challenge of planning and teamwork. Edit: I forgot to mention, it's playable with 1 to 5 players. Let me know what you think! Thanks. Grit and Plasma Guns: The Fate of Terrans






    Posted in: Map Feedback
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    posted a message on Favorite Custom Map Features

    Easy to learn, hard to master... and most important of all, something new and different!

    Posted in: General Chat
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    posted a message on Build Medivac with X Marines idea

    That would involve giving the medivac an "Arm Magazine" ability with starting ammos, then another Effect-Target ability to consume the ammo and release the units. I wonder if it would be at all possible for the marines not to stay linked to the medivac somehow (leash,linked death, shared orders)... so I'm not sure that's a very good solution.

    The easiest way is by far with triggers. The "Create Unit"effect can't put units in a transport as far as I know (you could create them below the transport and order an immediate pick up, but... ).

    Posted in: Data
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