• 0

    posted a message on Problem with missiles at -1 terrain level

    Hello everyone.

    I've returned to creating my campaign after a while. I've patched my version of game and then noticed that on 2 of my maps (1 of them is for a long time available on Mapster) there's a bug now.

    The bug is funny. I created a "background" on this 2 maps - on the level -1 of terrain is taking place a battle between computer. What fuc*ed up - well, the range units are now sending their missiles to the level 0! (up), not to the enemy unit at -1! I'll show you on the screenshots:

    From 1st map - cannons (not quite good screenshot): screen

    From 8th map - stalker and caracan: screen screen

    Is there any way to fix it? I'm personally little upset that the Blizzard a little ruined my concept of maps with the battle background at -1 lvl of terrain. :/

    Thanks, Nimbus.

    Posted in: Data
  • 0

    posted a message on The Harbingers - Single Player Campaign

    @HoliestCow: Go

    The second mission better than the first but not much. A bunch of comments when I still remember:

    - The basic charge is the story. Still, in principle, it's nothing interesting, nothing original, the mission is still schematic, what in general a figure of Michael? He haven't any special skills, does not play any role, in principle, beyond the fact that I have to keep it in the base during the whole missions. Also: maybe some cut-scenes? :)
    - When it comes to the area-terrain - it is better, in that you're better at all, but I have such objection to the protoss' paths - Generally I do not remember a straight, horizontal line in maps of the Blizzard and I deemed it to be realistic. In Debe's campaign for example, who - I must admit - is a master in the terraning, also appeared straight line, but only in an artificial cliff of terran base - it looks more realistic. For you, unfortunately less. But generally, the terain it's good. :)
    - When it comes to scripting - someone have already mentioned the waves are too frequent. How about mechanism of choosing the level of difficulty? In addition, there are skills that we can not invent. And besides - "destroy base" means de facto the destruction of the command center which in the SC saga has never been synonymous. :) Reverse fault observed in another custom campaign which I've played - there "destroy base" meant to kill all the units. Generally in my opinion "destroy base" means the destruction of buildings, the standard goal of all meele maps.
    - When it comes to this date there is not much to say. I do not know whether there have done some modifications beyond the figure of the hero.
    - Final comments: I suggest a bit more 'purism'. For example, in "Mission Objectives" to use periods, commas, etc. more explanation. It always looks better (at least for me) than "Someone needs to survive" and tootlip: "You just have to survive."

    Keep working on that campaign! :) Repetitio est mater studiorum.

    Posted in: Project Workplace
  • 0

    posted a message on The Harbingers - Single Player Campaign

    Played only 1st mission already.

    - Terrain is average. It's far from the blizzard original terrain. How about try to "copy" some terrain from the campaign or battlenet maps?
    - Doodads are quite good. Beside maybe this levitating island. :D I know it should be unreal but...
    - The plot is indeed nothing interesting. Artefact, Xel'Naga, terrans...
    - How about hero icon for michael? Michael doesn't have rank in the "subgropu" (I'm not sure is it correct in english - I've got polish editor) - so, I mean when you click whole group Michael is not the prime unit, a leader.
    - Why we have stimulants so we don't have possibility to use it?

    Well, and to conclude - it's very banal. :) But I'm waiting for more - great number of campaign creators are evolving in their creator's abillities during working on their campaign. So work more and better! :)

    Posted in: Project Workplace
  • 0

    posted a message on Question about terrain backgrounds (solved)

    @nimbusqwe: Go

    Problem solved I think! It was in data editor in DeathModel. i just replaced it with DeathModel from Nexus and now it works! :) Thank you very much for your help! You're irreplaceable!

    Posted in: Terrain
  • 0

    posted a message on Question about terrain backgrounds (solved)

    @SheogorathSC: Go

    I've got a little clue to this... the Nexus is destroying itself properly! :) So I need to find a diference between him and canoons and pylons...

    Posted in: Terrain
  • 0

    posted a message on Question about terrain backgrounds (solved)

    @SheogorathSC: Go

    Was trying to uncheck (they're uncheck, but also don't work when checked) and to replace... but maybe it's a problem with height field now. I'll check it and report to you. :)

    Posted in: Terrain
  • 0

    posted a message on Question about terrain backgrounds (solved)

    @SheogorathSC: Go

    So, the situation is - yes, it works! :) But only for units... Look here please:

    http://i42.tinypic.com/1zwyz47.jpg

    As you can see, the cannon is blowing far above the ground (especially it could be seen on this to the left of the view)! :)

    I was trying to manipulate "Set Height Field" because usually that effect appears when it's too high - but higher or lower - there's no difference. So I think the problem is still in the layaer of level -1. The "Ignore location" options doesn't work too. Maybe you have some idea about it? :)

    But great thanks for the unit! It's a big step! :D Thanks for your advice!

    Posted in: Terrain
  • 0

    posted a message on Question about terrain backgrounds (solved)

    @SheogorathSC: Go

    Ok. I'll try. :) Give me a sec.

    Posted in: Terrain
  • 0

    posted a message on Newbie Wednesday- Ask Questions!

    Maybe I''ll find here the answer. I was asking about it in "Terrain Forum" - how could I make the lower cliff level (-1 level) an active level? Where units could fight, and do other things like somewhere else on the map (on the level 0, 1, 2 of cliff)?

    Posted in: General Chat
  • 0

    posted a message on Question about terrain backgrounds (solved)

    Maybe it's just an option to activate the lower cliff layer = level -1?

    Posted in: Terrain
  • 0

    posted a message on Question about terrain backgrounds (solved)

    NimbusI have a problem: as you see in the screenshot in the link, there's upper fortress (the cliff) where is taking place the gameplay, and the lower layer where there is a battle BUT this is only the background to the mission (those protoss lower are neutral). The lower layer, away, is inactive (just like on Blizzard's meele maps) and I have a serious problem - units now do not want to actively work - logically - because it is inactive layer (on the maps Blizzard there are possibly only decorations , doodads - I think you know what I mean :). So the question: what to do there that individuals could move like ordinary units at playable parts? Is there a feature (in date editor) or maybe a script that will allow this? Warn that "ignore arrangement" makes pretty funny effects - part of my unit is running, some not, some runs on the cliffs, etc.. So it's probably not it. Do you know some resolution? Please, help me! :)

    Ps. At the moment this map have fakes cliffs (not using option "modify map height") and it works (because the lower layer is just an active layer of gameplay) but the terrain is so distorted that many tester said I should do something about this. The present effect could be see here: http://www.sc2mapster.com/maps/proditor-campaign/files/29-episode-i-the-collapse/ - i want the same effect but without this cliff distoration (fake cliffs)

    Posted in: Terrain
  • 0

    posted a message on Question about colors

    @DrSuperEvil: Go

    I pasted it for you upper:

    "@DrSuperEvil: Go

    It's nothing interesting - it's connected with two behaviors (behaviors are activate when units is going under the wind) and at the moment "Set Tint Color" ("Ustaw Kolor") - is on RED. :) Here's screenshot:

    http://oi44.tinypic.com/biseuv.jpg"

    . :) Yes, I'm tinting on actor creation. :)

    Posted in: Data
  • 0

    posted a message on Question about colors

    @P20707jP3: Go

    I'm using it... but it doesn't work. :( It's always green. Only RED color works. :D :D Don't know why.

    Posted in: Data
  • 0

    posted a message on Question about colors

    @DrSuperEvil: Go

    It's nothing interesting - it's connected with two behaviors (behaviors are activate when units is going under the wind) and at the moment "Set Tint Color" ("Ustaw Kolor") - is on RED. :) Here's screenshot:

    http://oi44.tinypic.com/biseuv.jpg

    Posted in: Data
  • 0

    posted a message on Question about colors

    @P20707jP3: Go

    No no. :) You didn't understand. :) This all is works of mine. I attach this model (model from SC2 last episode with xel'naga artifact) to the units when they're running "under the wind" of sandstorm. The problem is that I couldn't change this attached model - color of it. :) So it looks unrealistic. Why I could change it to the red (by Set Tint Color) but coulnd't to the dark yellow? Don't understand. :(

    Posted in: Data
  • To post a comment, please or register a new account.