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    posted a message on Spinning Base demo

    That's pretty cool. How did you do that?

    Posted in: General Chat
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    posted a message on My sound is too low when different came height??

    I think there was some sound falloff settings in the game settings.

    Posted in: Data
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    posted a message on WoW Model Viewer: Animations? [New Questions]

    -To see the animations on an actor/model, right click it and select preview. A previewer window should pop up then.

    ^ That's how you easily get there...

    ^ The previewer basics...

    HOW TO ADD A MODEL FROM WoW to SC2 using WoW Model viewer:

    ^ Setting the Export Options for the model. I think the other tabs had no changes. Notice that every animation will raise the model's file size.

    ^ Export the model as m3 after setting the Export options.

    ^ Import the model and the texture, duplicate some model, change path to model file, some optional tweaking for importing stuff.

    For the unit selection stuff:

    • I don't really know what you did to make that not work. Did you try to just select the correct layer with the mouse in the menu in the top left? Maybe you only changed the hotkeys...
    Posted in: General Chat
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    posted a message on WoW Model Viewer: Animations? [New Questions]

    For animations:

    • Read the second blue box again. You have to tick and rename the animations you want to export.
    • Chose names that Starcraft2 can handle. If you have multiple use something like "Attack 00" for one animation and "Attack 01" for another one. That's how animation variations are done. The default walk animation is named "Walk".
    • In the previewer (right click on actor -> preview) you can see all animations the unit has with their names. Use the + and - buttons to cycle through them. Have a look at existing units to understand how it works.
    • Animations are controlled within the actors events. They basically start one animation group (the name of the animation like "Attack") and then random animations out of that group (Attack 00, Attack 01, ...) will be performed as long as the animation group hasn't been stopped.
    • The Zealot's death animation is played because it's set as the death model inside the zealot actor.

    Q1: Press space to toggle of the selection mode.

    Posted in: General Chat
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    posted a message on Trigger Bugs [1.3.5]

    I don't know if a thread with a list of existing bugs exist. At least I know 2 bugs that are present in 1.3.5.

    • DialogControllsEnabled( dialogItem, player ) can't return "property", so it produces an error. It should return a boolean.
    • CrossCliff(point, point) will divide by zero and crash the application, if there are cliffs between these points.
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Publishing Error?

    how long are you uploading that file? maybe exactly 2 minutes? There used to be an unnecessary 2 minute limit for the upload time.

    Posted in: Miscellaneous Development
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    posted a message on The Assassins

    -You should save the state of the compass and only change the pictures, if it needs to be changed. -I'm not sure, but the distance should be the direct distance (no pathing), correct? If it's the pathing distance, it costs a lot more calculation time. -With the trigger debugger's execution times, you should get an impression where the lag is coming from (average time and total time).

    Posted in: Project Workplace
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    posted a message on The Assassins

    @zeldarules28: Go Can you describe your compass system? If you aren't doing horrible things, it shouldn't lag. Make sure you disable the debug window because that can lag like hell.

    Posted in: Project Workplace
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    posted a message on Subsistence Announce Trailer (codenamed Project Warfare)
    Quote from alexbis: Go

    For all we know, the Marketplace may never happen, in which case all the time and money we've invested into this goes to waste. We are a small company so our costs aren't exactly huge - which means we wouldn't have to charge much, and sell a huge amount to break even or hopefully turn a profit to fund some more projects.

    Didn't they state in an interview that it might come with HotS?

    Anyway, the project looks fantastic. Good Luck and keep up the good work! Btw, the middle helicopter in a snow scene (1:02) is flickering left and right. ;)

    Posted in: Project Workplace
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    posted a message on Need help with advanced trigger(s)

    You can combine the data editor power and trigger editor power. Basically the data editor can be used to scan for stuff that will trigger other things. It will be pretty easy to modify some effects with some variables, then.

    Example: You can make an "enemy in range of city"-detection with a behavior with a periodic search effect that will cause a dummy effect, if the search area detected an enemy unit. That dummy effect can be used in a trigger event which will cause some actions defined by the cities stats (e.g. spawning unit count/strength determined by city power/wealth/habitants/size/loyalty...). The city is the source of the effect.

    For the periodic effect I would use something like every 2 game seconds or something different that will be less predictable (less exploitable) like 1.7 seconds). This depends how fast your units are and how big your search area is.

    If a city is captured, you need to remove other player's garrison buffs and add the new owner's garrison buff to the building.

    That would avoid making 200 regions around each city or periodically checking every region (SC1 works that way) and make the spawning a bit easier to do.

    If you want more detailed information and some solutions to the other problem, read the information in my answer in your staredit.net's topic because I won't copy paste the whole post between sites. I only wanted to leave a hint how to solve this here because I couldn't stand the efficiency of the provided ideas.

    Posted in: Triggers
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    posted a message on Blizzard should add...
    • item movement out and inside inventory with triggers (not: ordering to drop)
    • flag that lets unit 'A' only target unit 'B', if A can see B by itself and not because unit 'C' provides vision [-> prevents shooting over sight blockers]
    • sticking a portrait onto a dialog
    • terrain modifications per trigger (paint other texture, modify cliff level)
    Posted in: General Chat
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    posted a message on HotS teaser

    Posted in: General Chat
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    posted a message on Cliffs Broken -- Please Help!

    ctrl - T

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Is there a way to optimize the Triggers?

    @bookerTier: Go

    Create a function (it's called: action) that does that for a given player (parameter) and execute everything for the player#. Just like in Java...

    Functions are your friends. Use and love them! I've like 25 triggers for 300 functions in my map. Use a switch, if your actions differ for each player. But you can use an array and just read something out of the array based on the player#. I'm using "p#-1" (player number - 1) in nearly every function I've created.

    Posted in: Triggers
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    posted a message on Nasty data editor bug - never copy a unit.
    Quote from rosyjay: Go

    @Ahli634: Go

    Solved it! thx!

    It might be interesting for everyone how you solved it? Somehow within the editor or deleting the unit in the xml file?

    Posted in: Data
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