I went through each of the races and enabled show terrazine, and also added the ui trigger to show terrazine for good measure. However, when I make an ability to give me a terrazine, it gives a mineral instead.
The ability can't be wrong - its literally an effect instant - modify player (add one terrazine).
I have no idea why it is adding minerals or how to fix this. Anyone know anything about this?
I'm having trouble using the m3 exporter on a obj file I have imported into blender.
I'm trying to get Civ IV units into SC2, and have found a tool that converts .nif into .obj which blender can import, but I get an error when trying to export
So the nifskope tool seems to be the best for opening .nif files, and then can export them as .obj, which can then go into blender.
It looks like there is a blender .m3 plugin being made by println, so I will redirect my issues to him.
I will post back my method if I ever get it all working.
I was wondering if anyone knows how hard it would be to get models from Civ IV into sc2.
I noticed in the epic wow-model thread that Zolden had uploaded a unit pack of HoMM and Civ units, but the civ pack just seems to be more HoMM units.
I'm creating an orbital strike ability for my map. It uses a persistent effect with random offsets to fire mothership beams at random points around a target. The problem is that I don't know how to change the point where the beam launches from. I can use site operations to give an offset, but that is only relative to the caster unit. So when I give it a +20z offset, it fires the beam from above the caster when I want it to come from above the target. Anyone know how I would do this?
Alright I got the main ability working (not sure what the problem was, just copied everything from my other map).
However, what I am trying to do now is get a beam to play as the caster is casting the ability.
That is, I want a certain beam to play from the caster to the target while the ability is charging, then the rest of the ability to go as normal. Is there any way to do something like that?
I have an ability (target) that has the caster charge (cast), fire a beam at a target, and then bounces to nearby targets.
The data (damage, buffs etc) all work perfectly, but there are no beam graphics.
I have looked through other topics, but all of them seem to deal with beams as weapons (not abilities)
The prism tank at the bottom of this is essentially the same chain as the one I am using
http://forums.sc2mapster.com/resources/tutorials/3888-data-dynamic-beam-chains-intermediate-difficulty/#posts
4 actors for this part: 2 beam (simple) actors with standard events, 2 beam attack (action) actors with events (effect.damage:create)
I even have implemented a working version of this in an old map, and comparison shows no real difference between the two..no clue why this one isnt working.
Only thing I can think of is that having it as an ability rather than an attack screws up the beam launch, and either makes it both launch and impact from either caster or target. How is it determined when these actors are called where the beam originates from and impacts?
More advanced:
I am trying to have a beam graphic play when the caster is channeling. Im not sure if this is even possible. What I have so far is 2 more actors, a beam (simple) and a beamcharge(action) actor with events (ability.sourcecast.on:create ; ability.sourcecast.off:destroy). Anyone know of a method to make this happen?
I'm not quite sure what your saying, but here is what I am interpreting.
Create 2 new persistent effects (1 and 2), and set their initial effect to search 1 and 2 respectively
Change the 2 set function from [damage + apply buff] to [damage+create persistent]
Change the search 1 to launch from (Effect: Persistent1 Value:Target Unit/Point), and search2 to similarly have (Effect:Persistent2 Value:Target Unit/Point).
Then change chain to
I tried this, but this always launches all the beams from the caster, regardless of whether the target dies or not.
I think I am probably misinterpreting how to use the persistent effects... Could you go into a bit more detail about what to put in the persistent effect/search initial location+?
Yes, I had already tried it with outer. Outer, Origin, and Source all have no effect when changing between them.
Setting it to target makes the beams not appear, as they are both generated and targeted at the target, making a 0 length beam.
Mutalisk Glave Wurm looks good...but its a completely different way of doing the spell. I was hoping there was just some stupid thing I forgot for a quick fix rather than remaking the whole thing. Oh well, ill use a missile based approach if nothing else turns up.
Edit: New info
If I change the chain by cutting it from 2 bounces to 1
ex to Ability>Set>[Damage + Set Behavior]>Buff Behavior>Search>Damage 2
Then the ability will always work. Even if the first beam kills the unit, secondary beams still split from the dying unit to nearby targets.
However, with the full chain in, if the first beam kills the units, secondary beams come from the caster to nearby units...
I have no idea what would cause this difference.
I'm working on a map that has a chain lightning-esque ability. The caster ability has a chain like this:
Ability>Set>[Damage + Set Behavior]>Buff Behavior>Search>Set2>[Damage2+ Set Behavior 2]>Buff Behavior 2>Search 2>damage 3.
So, the chain continues by applying a buff behavior to a target, and then using that unit to search for new targets.
This all works fine...as long as the unit getting the buff stays alive. If the unit gets the buff but then dies to the damage it receives, the beam actor launches from the original caster, which looks ugly and wrong. Can anyone think of a way to fix this? I have tried screwing with the Damage:Launch Location+ To try and change it from source unit to source point, but screwing with this field at all seems to just cause the beam graphic to always launch from the caster unit, even if the unit with the buff lives. Any help would be appreciated!
0
I went through each of the races and enabled show terrazine, and also added the ui trigger to show terrazine for good measure. However, when I make an ability to give me a terrazine, it gives a mineral instead.
The ability can't be wrong - its literally an effect instant - modify player (add one terrazine).
I have no idea why it is adding minerals or how to fix this. Anyone know anything about this?
0
Deleting all but one of the model parts and trying to export to m3 yields:
Exception: Require a m3 material to export a mesh
0
I'm having trouble using the m3 exporter on a obj file I have imported into blender.
I'm trying to get Civ IV units into SC2, and have found a tool that converts .nif into .obj which blender can import, but I get an error when trying to export
More info: http://www.sc2mapster.com/forums/resources/art-assets/36886-civ-iv-models/
0
So the nifskope tool seems to be the best for opening .nif files, and then can export them as .obj, which can then go into blender. It looks like there is a blender .m3 plugin being made by println, so I will redirect my issues to him. I will post back my method if I ever get it all working.
0
http://cs.elderscrolls.com/index.php/NIF_Importers_and_Exporters Has tools for both blender and 3dsmax.
I don't have 3ds max so I have been trying to get the blender version to work. Can get the .nif into blender but no luck getting it to .m3
0
Getting the CIV IV models is no problem. http://forums.civfanatics.com/downloads.php?do=cat&id=5
They come in a .nif format though, and I was wondering if anyone was familiar with that type and whether it would be possible to convert it to .m3
0
I was wondering if anyone knows how hard it would be to get models from Civ IV into sc2. I noticed in the epic wow-model thread that Zolden had uploaded a unit pack of HoMM and Civ units, but the civ pack just seems to be more HoMM units.
0
@Kueken531: Go
That did it, thanks.
0
I'm creating an orbital strike ability for my map. It uses a persistent effect with random offsets to fire mothership beams at random points around a target. The problem is that I don't know how to change the point where the beam launches from. I can use site operations to give an offset, but that is only relative to the caster unit. So when I give it a +20z offset, it fires the beam from above the caster when I want it to come from above the target. Anyone know how I would do this?
-Wraith
0
Alright I got the main ability working (not sure what the problem was, just copied everything from my other map).
However, what I am trying to do now is get a beam to play as the caster is casting the ability. That is, I want a certain beam to play from the caster to the target while the ability is charging, then the rest of the ability to go as normal. Is there any way to do something like that?
0
I have an ability (target) that has the caster charge (cast), fire a beam at a target, and then bounces to nearby targets. The data (damage, buffs etc) all work perfectly, but there are no beam graphics. I have looked through other topics, but all of them seem to deal with beams as weapons (not abilities)
The prism tank at the bottom of this is essentially the same chain as the one I am using http://forums.sc2mapster.com/resources/tutorials/3888-data-dynamic-beam-chains-intermediate-difficulty/#posts 4 actors for this part: 2 beam (simple) actors with standard events, 2 beam attack (action) actors with events (effect.damage:create) I even have implemented a working version of this in an old map, and comparison shows no real difference between the two..no clue why this one isnt working.
Only thing I can think of is that having it as an ability rather than an attack screws up the beam launch, and either makes it both launch and impact from either caster or target. How is it determined when these actors are called where the beam originates from and impacts?
More advanced: I am trying to have a beam graphic play when the caster is channeling. Im not sure if this is even possible. What I have so far is 2 more actors, a beam (simple) and a beamcharge(action) actor with events (ability.sourcecast.on:create ; ability.sourcecast.off:destroy). Anyone know of a method to make this happen?
Thank you!
-Wraith
0
I'm not quite sure what your saying, but here is what I am interpreting.
Create 2 new persistent effects (1 and 2), and set their initial effect to search 1 and 2 respectively Change the 2 set function from [damage + apply buff] to [damage+create persistent] Change the search 1 to launch from (Effect: Persistent1 Value:Target Unit/Point), and search2 to similarly have (Effect:Persistent2 Value:Target Unit/Point). Then change chain to
Ability>Set>[Damage + Persistent1]>Search>Set2>[Damage2+ Persistent 2]>Search 2>damage 3.
I tried this, but this always launches all the beams from the caster, regardless of whether the target dies or not. I think I am probably misinterpreting how to use the persistent effects... Could you go into a bit more detail about what to put in the persistent effect/search initial location+?
0
Yes, I had already tried it with outer. Outer, Origin, and Source all have no effect when changing between them. Setting it to target makes the beams not appear, as they are both generated and targeted at the target, making a 0 length beam.
Mutalisk Glave Wurm looks good...but its a completely different way of doing the spell. I was hoping there was just some stupid thing I forgot for a quick fix rather than remaking the whole thing. Oh well, ill use a missile based approach if nothing else turns up.
Edit: New info If I change the chain by cutting it from 2 bounces to 1
ex to Ability>Set>[Damage + Set Behavior]>Buff Behavior>Search>Damage 2
Then the ability will always work. Even if the first beam kills the unit, secondary beams still split from the dying unit to nearby targets. However, with the full chain in, if the first beam kills the units, secondary beams come from the caster to nearby units... I have no idea what would cause this difference.
0
I'm working on a map that has a chain lightning-esque ability. The caster ability has a chain like this:
Ability>Set>[Damage + Set Behavior]>Buff Behavior>Search>Set2>[Damage2+ Set Behavior 2]>Buff Behavior 2>Search 2>damage 3.
So, the chain continues by applying a buff behavior to a target, and then using that unit to search for new targets. This all works fine...as long as the unit getting the buff stays alive. If the unit gets the buff but then dies to the damage it receives, the beam actor launches from the original caster, which looks ugly and wrong. Can anyone think of a way to fix this? I have tried screwing with the Damage:Launch Location+ To try and change it from source unit to source point, but screwing with this field at all seems to just cause the beam graphic to always launch from the caster unit, even if the unit with the buff lives. Any help would be appreciated!
-Wraith