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    posted a message on [data] attached turret rotation issues (have researched, promise)

    @DrSuperEvil: Go

    I have 2 weapons listed in the Barracks unit -

    Weapon - North Side Turret Weapon, Turret - North Side Turret Weapon - South Side Turret Weapon, Turret - South Side Turret

    I am really confused that they work when pre-placed, but not when constructed.

    edit: Gonna lose my internet for a few hours here, but I will follow up later.

    Posted in: Data
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    posted a message on Question about tracers (High Templar & Void Seeker)

    @LitePollution9: Go

    Sadly, this is not a built-in function you an apply to any unit. E.g. the High Templar has a separate model, called High Templar Shadow Trail, that is created periodically when the templar moves, then is faded out over a short period of time, giving the effect of a tracer. The good news is, you can create this effect yourself. You would have to:

    • 1. Create a new model in the models tab for the tracer model.
    • 2. Apply appropriate textures to the model using this tutorial.
    • 3. In the events+ of the actor of your unit, you would have to add something along the lines of what is in the High Templar actor events for it's "shadow". This involves having an event timer to create the shadow model, and another event timer for phasing the shadow out.

    Hope this helps.

    Posted in: Data
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    posted a message on [WIP] Project Avatars

    @Bounty_98: Go

    Looks very cool. I can't wait to play.

    Posted in: Project Workplace
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    posted a message on [data] attached turret rotation issues (have researched, promise)

    Hey all. Here's the problem: I have a barracks with 2 attached turrets using the auto-turret model. They attach, fire, and damage correctly. I was following Prozaicmuze's tutorial here to get it functioning. So far, all is well.

    The issue I have now is that if the barracks in question is pre-placed, then the turrets rotate freely when idle, and faces to fire when engaged, all as it should. But, if the barracks is built, or if something upgrades to the barracks, the turrets won't rotate. They will still fire and damage appropriately, but they won't rotate when idle or face their targets when firing. I only found one other thread about this, here, and unfortunately for me, my turret actor events are correct.

    I have run out of troubleshooting ideas. Has anyone else run into this issue? Have I missed some blatantly obvious option? Any help would be awesome!

    Thanks.

    Edit: Youtube video demonstrating the issue here: I apologize for the length (4 min), but it was an attempt to capture several instances of the behavior.

    Posted in: Data
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    posted a message on Auto-winning the campaign

    @b0ne123: Go

    Lol indeed.

    ROFL your sig, though. I'm going to remember that one....

    Posted in: General Chat
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    posted a message on Cant publish my maps!

    @Fender187: Go

    Yes it has. I had it happen when I deleted a map from my account, then tried to re-publish it later using the same name. If you change the name of the map using the naming option in the publishing dialog, it will allow you to publish the map. You can then publish it again using the original name, and it should work. However, it will retain the version # for some reason.

    At least, this is the solution that worked for me. Its seems your situation is a little different than mine was.

    Posted in: Miscellaneous Development
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    posted a message on how to make a simple cpu battle

    @UmbraLamina: Go

    Yeah, I'll bet you're right.

    Posted in: Miscellaneous Development
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    posted a message on how to make a simple cpu battle

    @wromania: Go

    Listen, dude, no one is going to write you a tutorial just for you. They are time consuming and inefficient. That is why there are tutorial sections. Your job, as a map maker, is to find the information you need and apply it to your situation. What you are requesting is to have someone else do all your work for you, and no one I know, including me, would be willing to work for you for a week without being paid for it.

    I hope you find what you need, but stop expecting people to do your work for you. It's not our job, and its rude to expect it.

    Posted in: Miscellaneous Development
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    posted a message on How could I make an engineer?

    @MoonAndStars: Go

    TacoManStan has pointed you to the holy grail for noobs! OneTwo has created the best set of video tutorials I've found on the net for learning how to use the editor. I recommend just trolling the crap out of his channel!

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

    @Kueken531: Go

    Damn, those lava looking firebats are pretty f-ing sweet!

    I second the gallery idea as well.

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

    @Kueken531: Go

    Quote from Kueken531: Go

    Just tried them, they worked flawlessly. Firebat uses 2 sets of textures: Firebat_Diffuse/Specular/Emissive (the body) and FirebatMercenary_Diff/Spec/Em (the arms)

    Same as the firebat mercenary too, so if you update one tex, you can use it on both (kind of nice.)

    Took me a bit to find out how to apply it to both the arms and body at the same time.

    I used the firebat diffuse material assigned to the main.diffuse slot, and the firebatmercenary diffuse material to the head.diffuse slot.

    Once caveat is for some reason, you have to define the head diffuse in the texture declarations first, then the main diffuse, otherwise the head doesn't show up. Not sure why....

    edit: this only appears to be the case when using imported textures, however. I tried it with default textures, and there wasn't an issue.

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

    Awesome tutorial. Thanks so much.

    I feel it should be mentioned this method also works beautifully to re-texture a model with custom textures, not just in game ones. Saved me a bunch of time!

    @Kueken

    Thats for sure!!

    Posted in: Tutorials
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    posted a message on The Spawning Cluster - Icons, Abilities and more for your Zerg swarm

    I don't have need of any of these right now, but I felt I should say that these are some of the best looking assets I've seen. Very good job.

    Posted in: Art Assets
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    posted a message on Changing a unit's attack range

    @DrSuperEvil: Go

    Exactly.

    Posted in: Data
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    posted a message on Changing a unit's attack range

    @DrSuperEvil: Go

    If you're kidding, ROFL.

    If you're serious (and I don't think you are, but I'm covering my bases), check out . It shows the strat in detail

    Posted in: Data
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