• 0

    posted a message on [Minimap Texture] Niflheim not showing up

    So, I've followed the tutorial to get the Niflheim textures into my map. Got them all working properly in my texture set, and they work on the terrain. However, for some reason my minimap is 100% black, no matter what variance of texture I put on the terrain. Anyone have any idea how to solve this?

    Posted in: Terrain
  • 0

    posted a message on [SOLVED] Unit Compare Cargo

    I believe that for disabling behaviors, the behavior is disabled when the validator returns false. So for the first example, you'd want to use is equal to 0. For the second example you'd want to use <4. I think that's right at least . . .

    Posted in: Data
  • 0

    posted a message on [Ability] Train charge linking

    So I've got a Train - Troops ability, with several different train commands. I want them all to share the same charge 'pool' (of six charges), so I've linked them all to the same ID. However, when I set the 'range' to Player, and the first one to "Charge max: 6, Start: 6, use: 1", and the rest to zero (except for use of 1), then the other abilities don't require charges at all. But if I set all of the train abilities to the above settings, I get 18 charges (I have 3 abilities), and each train of any unit takes 3 charges. How do I go about making it work the way I want: All units share a common pool of 6, and whenever any of them are used, it subtracts 1?

    Posted in: Data
  • 0

    posted a message on [Effect/Behavior] Damage Re-allocation

    So I've thought a little bit about this, and haven't quite been able to figure out a way to solve this. The map I'm making, I don't want my hero's to be sniped off with focus fire. So I basically want to give them an aura, where if they have allied units within a short range, any damage the Hero takes is divided and allocated to those around him. I'd still like him to take some of the damage, but if that makes it too complicated that's fine. If it's already too complicated as is, having the damage allocated to one nearby unit would work as well. Any ideas? I've already looked into damage responses but couldn't quite figure out how to make that work with what I wanted.

    Posted in: Data
  • 0

    posted a message on [Model](Request) Mutalisk Wings

    So, I just went and played Aiur Chef. THere are indeed Mutalisk Wings, but more-so to fit the maps theme of 'food'. As in they look like Chicken Wings. So the request still stands, if someone can simply make a model of the wings of the mutalisk (basically just cut out the body) it'd help alot, and I think it'd be a useful tool for all mapmakers.

    Posted in: Requests
  • 0

    posted a message on [Model](Request) Mutalisk Wings

    How do I go about adding those to my map? I've tried adding the dependencies for both Aiur Chef and Left 2 Die from Battlenet, but when I try to look at the data from those in the data editor, I see nothing.

    Posted in: Requests
  • 0

    posted a message on [Model](Request) Mutalisk Wings

    So, I don't know how difficult this would be, but would it be possible to just cut the wings off of a mutalisk, and save them as their own model? I'm working on a map where I want to give various Zerg units the flying ability, and want to be able to represent that graphically. My first thought would be to just cut the wings off a mutalisk, and then attach them in the data editor to the unit you want to have it. Could anyone do this?

    Posted in: Requests
  • 0

    posted a message on [Actor] Marauder Attack Attachment

    So, I've got a marauder-based unit that, instead of firing a projectile, shoots a bullet-type weapon, like the marine. I've got it firing only out of the left weapon (the right weapon is used as a 'melee' weapon, using the fidget animation), and I use the Viking Launch animation when it's fired. The animation plays fine, and is attached to the weapon. However, part of the marauder attack animation is pulling the weapon back in recoil, and the viking fire animation doesn't follow it, it just sits floating in mid-air. Does anybody have any idea how to attach the fire animation to the left weapon, so it sticks throughout it's duration?

    Posted in: Data
  • 0

    posted a message on [Actor/Model] Beam weapon scaling

    So, I've got a one shot beam weapon on a marine, basically. I've been using the Beam from the Drill Tripod, from the one campaign mission where you first get Siege Tanks. I've got everything working perfectly, except the Beam is ridiculously huge in comparison to everything else. I've tried scaling everything down, the Model, the Actor for the model, tried checking any flag involved with scaling in these two areas, and nothing seems to effect the size of the beam. Any ideas?

    Posted in: Data
  • 0

    posted a message on [Weapon] - Ranged Attack verse Melee

    So, working on some units for the map I'm working on. In this map, I basically want it so that ranged units, when engaged in melee range, can no longer shoot but instead rely on a (usually weaker) melee attack of their own.

    My first attempt at this was on a standard marine. I started out by making his gun have a minimum range of 1, and then give him a melee attack. This seemed to work fine, except when he'd attack a flying unit directly above him, which he'd do with his melee attack. Went back and changed the melee attack to ground only, and then he'd just stand under an enemy air unit (overlord for example) and do nothing.

    From there I looked at the hydralisk, to copy what Blizzard did with his melee attack. Made my marines melee the primary, gave it a range of 1, and removed the minimum range on the gun. Now it seems to work fine, when in melee range he uses the melee attack, when further than 1 he'll use ranged.

    Except there's one problem. When he acquires a target at range, and then that target moves into melee range, his response is . . . sporadic. Sometimes he immediately switches to attacking with the melee, sometimes he'll fire a few extra shots before switching to melee, and sometimes he'll just keep shooting until the unit is dead, and then if there are other units in melee range attack them with the melee weapon.

    Ultimately, I doubt it'll effect my map that much, I just kinda noticed it and it bothered me, and I was wondering if anyone here knew why it did that, and how to fix it.

    Posted in: Data
  • 0

    posted a message on Weekly Data Exercise #21 - Day Of The Tentacle

    Hey, I just want to throw in my opinion. I've been reading up on the past weekly challenges, and I really liked a lot of them, and wish I'd known about them at the time so I could've participated. However, the past few challenges have easily been far above my head, as I'm still trying to learn relatively basic things with the data editor, like site attachments and whatnot. However, I do still like the idea, as it can easily motivate creativity, and help give people ideas to continue to make maps. What if the challenges were more oriented as learning activities? Something that's somewhat challenging, but with basic-ish principles, so that people who don't quite know how to use everything in the data editor can go "hey, I want to try that too!" And maybe learn something in the process. Or possibly have a creative theme, and then have a 'basic' level challenge, and an 'expert' level challenge? Or maybe even, when you have it based on more advanced concepts, link some tutorials that will explain what they are, and how to use them.

    Either way, I'm excited to find out what the next challenge will be.

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