Does the Thor still behave like this without proper micro?
If yes, I guess it's because the anti-air weapon has a lower index than the ground weapon in the Thor's weapon array, so the anti-air weapon is checked first.
I'm not sure because I think they changed something about that some time ago. At least that's what the Thor did long time ago.
I'm creating a diablo (1) map (click on my signature's link for additional information and browse thread for newer screenshots).
I hope that I can publish a demo version someday in October with 4 polished dungeon levels. But I still have some work to do.
I will return to EU mapnight in October for testing. Maybe even on the 9th September, I will see...
Normally stuff will be properly updated, if you do not move it around after importing before saving, so if the structure of your import ressource folder is the same in your map, all files will be updated properly with only 1 new import and 1 save. I'm not quite sure if I had problems with that and layout files, but I guess I hadn't.
"Import, move and click yes on replace, save" won't update files properly atm.
Also you could try to open the layout file directly in a mpq editing program like WinMPQ and edit the file inside the map directly.
Why I am under the impression that the hero won't be deselected if you really can cast the spell?
Only if it fails (out of range, no mana, ...) you do a normal click like you want to check the enemy HP or you double clicked.
So you cannot really differ between user fail and normal click. The solution would be that you enable a trigger that forces the player to reselect his hero unit whenever they deselect it or select multiple units. 2 Triggers can accomplish that easily.
But I think there are situations where you need to select other units for information, so you would have to toggle the forced selection.
Sadly I'm not playing these types of maps on sc2, but that's what I memorized how the engine works.
Problem with camera turning would be that all the buildings are turned and the addons are placed differently. That has a small impact on balance and people might dislike their new angle of view. At least I would dislike that change.
I'm guessing that you look at it from the melee aspect of the game because you talk about ladder maps.
Check the Attachment points in the model previewer. That should tell you all existing attachment points.
The crash might occur because the WeaponLeft point isn't existing. But I didn't check the model, so that's only a guess.
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Does the Thor still behave like this without proper micro?
If yes, I guess it's because the anti-air weapon has a lower index than the ground weapon in the Thor's weapon array, so the anti-air weapon is checked first.
I'm not sure because I think they changed something about that some time ago. At least that's what the Thor did long time ago.
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Looks awesome I think (except that the doors and the roof aren't dark).
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It's the name of your account folder, so I guess it's your account ID within the battle.net system. Thus it is unique and shouldn't change.
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Of course I would want to be in...
- to get a feel what they did
- to extract ressources and raising my horizont of gameplay elements for my own map.
Are we allowed to use models from D3? I've no idea where I should get a goatman like model, if not...
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I'm creating a diablo (1) map (click on my signature's link for additional information and browse thread for newer screenshots).
I hope that I can publish a demo version someday in October with 4 polished dungeon levels. But I still have some work to do.
I will return to EU mapnight in October for testing. Maybe even on the 9th September, I will see...
0
Normally stuff will be properly updated, if you do not move it around after importing before saving, so if the structure of your import ressource folder is the same in your map, all files will be updated properly with only 1 new import and 1 save. I'm not quite sure if I had problems with that and layout files, but I guess I hadn't.
"Import, move and click yes on replace, save" won't update files properly atm.
Also you could try to open the layout file directly in a mpq editing program like WinMPQ and edit the file inside the map directly.
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Post a screenshot of the actor events. Then we can verify it.
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Use a timer instead.
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Why I am under the impression that the hero won't be deselected if you really can cast the spell?
Only if it fails (out of range, no mana, ...) you do a normal click like you want to check the enemy HP or you double clicked.
So you cannot really differ between user fail and normal click. The solution would be that you enable a trigger that forces the player to reselect his hero unit whenever they deselect it or select multiple units. 2 Triggers can accomplish that easily.
But I think there are situations where you need to select other units for information, so you would have to toggle the forced selection.
Sadly I'm not playing these types of maps on sc2, but that's what I memorized how the engine works.
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Problem with camera turning would be that all the buildings are turned and the addons are placed differently. That has a small impact on balance and people might dislike their new angle of view. At least I would dislike that change.
I'm guessing that you look at it from the melee aspect of the game because you talk about ladder maps.
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Check the Attachment points in the model previewer. That should tell you all existing attachment points.
The crash might occur because the WeaponLeft point isn't existing. But I didn't check the model, so that's only a guess.
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@Zanryu1337: Go
Try to test the FPS decrease on a weak computer. I can offer you to test it on this laptop with different settings.
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Oh my...
yeah, please continue... that concept is to insane to just stop it...
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My Diablo map is at 0 € at this point because I'm not trying to live from mapping.
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@moipster: Go
Get this plugin, install it (should be extracting in plugins folder, better look for that on this homepage)
Save file with ending ".dds". A window will pop up and you can save it with the settings you chose.