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    posted a message on The editor HAS to be trolling me ._.

    So there's this map I've been working on for a looooooong time, and now that I finally wanna upload it, the editor won't publish it for the sole reason of using Left2Die's dependencies.

    But for example, I saw Infested Arena has Chokers and stuff in it, how did that guy make them available?

    EDIT:

    I just noticed a message in the dependencies window.

    "-In order to publish a document to Battle.net, all dependencies must specify a valid published file."

    Doeeeees that mean I can somehow upload the dependency to Battle.net?

    Posted in: General Chat
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    posted a message on Speeding up a unit's height change

    Ya but I don't seem to be able to speed up the height change. Maybe I missed on something...

    Posted in: Data
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    posted a message on Speeding up a unit's height change
    Quote from DrSuperEvil: Go

    Tried the Animation Set Time Scale event action to increase the speed of the animation?

    No no, you misunderstood, it's not the animation itself, it's only the height change. The animation is as I want it to be, but what I mean is height, which is apparently not part of the animation itself.

    Posted in: Data
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    posted a message on Speeding up a unit's height change

    So I edited the Hel's Angel unit model, and it's transformation is quite speedy now (1.25 seconds), but the height lenght doesn't scale with the animation, when the animation finishes the height is only halfway through and continues to rise. How can I speed it up without changing the height itself?

    Posted in: Data
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    posted a message on Disabling Dialog Items T_T
    Quote from Tolkfan: Go

    there's a "Disable Dialog Item" function that grays it out.

    I know about that, I was just trying with EVERYTHING to make it work T_T, so it isn't that in this case.

    Thanks for the reply =).

    Posted in: Triggers
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    posted a message on Eiviyn's Creations

    Thank you loads for the VoidCraft download =).

    Posted in: General Chat
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    posted a message on Disabling Dialog Items T_T

    Ok, so this has driven me crazy.

    I have a Hero Selection Screen. I have dialog items, that is buttons which each spawn their hero when clicked.

    Now, I have a problem.

    When they are clicked, I want them to be disabled for all other players. I have the following in my trigger:

    Events:

    Any Dialog Item is pressed by Player Any Player with event type Clicked

    Actions:

    If

    (Used Dialog Item) = *hero name here*

    Then

    Dialog - Hide (Used Dialog Item) for (All Players).

    I have the same action performed for the rest of the heroes in the same trigger. The problem is, this hides the pressed button by any player for all others, BUT, I want another thing that will hide the rest of the buttons, or the entire dialog, for the player that clicked it.

    But for some reason, Blizzard decided to put COMPLETELY different functions for things regarding dialogs, therefore I don't have the "Triggering Player" function -.-. I only have Active Players, All Players, Objective Players and other completely useless functions for my case.

    My question is, how do I disable all the buttons or hide the entire dialog for the triggering player T_T?

    Posted in: Triggers
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    posted a message on Making a Scoreboard
    Quote from Lonami: Go

    Search for "Leaderboard". That's their name, and that's why you probably didn't find any tutorial on them. They're pretty easy to make ;).

    Oh ok, I'll search up the tuts later =). Thanks!

    Posted in: Triggers
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    posted a message on Making a Scoreboard
    Quote from Nerfpl: Go

    Event UI - Player Any Player presses Tab key Down with shift Allow, control Allow, alt Allow You mean?

    That would be for how to appear lol, yes, but how do I make it? And how do I make it count kills and deaths?

    Oh , and I have already made a kill counter, so could I connect those 2 so the Scoreboard shares the same counter for kills as the kill counter bars of mine do? And I guess the deaths would work the same way, or similar atleast.

    Posted in: Triggers
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    posted a message on Making a Scoreboard

    So, I need to make a Scoreboard which will automatically pop up at the end of the game (the only problem here is making the scoreboard itself, I can make it pop up at the end myself). I assume this is also done by dialogs and stuff like that.

    But, I also need it to pop up whenever you press tab, and also close itself when you press tab again. What I need it to contain is the player name, to the right of that I need it to show kills and deaths.

    Posted in: Triggers
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    posted a message on Animating SM units

    <<quote 352572>> @Starscr3am: Go

    You can load external animations from the *.m3a's into the model via script. If you even want facial animations to work you just have to make the unit say something using the Transmission Actions. If the Model has a *:fxa assigned to it the lips will move ingame and in the portrait (if you show it). <</quote>>

    Actually that is quite useful to me, thanks. I was wondering where I could find the lip sync for Adjutant saying "Warning. Seismic disturbance detected. Nydus Worm inbound."

    Thanks for the replies guys ;). I am making a trailer of my own for something which includes Zeratul, I'm lucky to run into that video and see I could use a great model :D.

    Posted in: General Chat
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    posted a message on Animating SM units

    Hm, since the only units I've been messing around with before were the Zerg, Zerglings and Hydralisks, I didn't notice this before.

    Some SM units, like Mengsk and Zeratul, Raynor (both marine and commander) or Tychus, have default stand animations. Others like the Zerged Hanson, Hydralisk and Zergling don't have animations but only the ones that you can view in the previewer, which are used in cutscenes, so for example you can view the Hydralisk breaching through the sandbags animation.

    Posted in: General Chat
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    posted a message on Eiviyn's Creations

    My jaw hit the desk when I saw Void Craft.

    I have a couple of questions :P, since I am more and more interested in the SM models ;).

    The Battlecruisers, apparently, have no animations, not like they're needed lol, I see you added simple things like movement speed and such. I also assume the turrets and other stuff have been added by the trigger model attachments. Am I correct?

    Also, how do you make them turn so slowly, is that the "Lateral Acceleration" property? I've always wondered what it does...

    EDIT: ALSO :P, may I know where did you find the SM Battlecruisers?

    Posted in: General Chat
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    posted a message on Animating SM units
    Quote from TacoManStan: Go

    @Starscr3am: Go

    They have no animations. Something tells me that they are animated in a different way, for use in cut-scenes and cinematics.

    Well if he was capable of making then animate, then there must be a way.

    Posted in: General Chat
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    posted a message on Animating SM units
    Quote from Kueken531: Go

    @Starscr3am: Go

    I never worked with the SM models before; I assumed, they would play default stand animations, possibly with variations. If thats not the case by default, then you are right, it is an animated stand animation used here. Quote:

    oh. And I assume these are played by simply the "Play Animation" triggers and all the others which go with it :D?

    You can use the "Play Sequence" actor message to play any animation you want.

    They don't play default stand animations :P, you put them on the map and they are like freezed lol. No animations at all by default. Thanks for the other part .

    Posted in: General Chat
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