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    posted a message on Maximum Variables?

    When you reach max variables I'm pretty sure you can still add variables to the editor, just when you try to save it tells you that you've reached max.

    Posted in: Triggers
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    posted a message on Blizz Contest - Partner Required

    @Fullachain: Go

    Since I'm NA I think we're never on at the same time.

    Message me on skype and I'll respond when I can though.

    Posted in: Team Recruitment
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    posted a message on Rotating Units/Actors/Models about Axis

    Hey all,

    Is there anyway to make a unit or the model/actor of the unit rotate about its axis?

    In essence turning a flat plate diagonally up.

    All help appreciated!

    edit: to do this dynamically in the game using triggers. Not just rotate/yaw/etc. a unit in the editor.

    Posted in: Triggers
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    posted a message on Blizz Contest - Partner Required

    @Fullachain: Go

    The physics system is semi-easy to use. If you know galaxy you could probably pick it up. I'd be willing to help make abilities or whatever.

    @MasterWrath: Go

    Yeah, this is the real problem with trigger physics. Based on how many players Fulla wants my engine may not be applicable. But adapting the engine to Fulla's design with some optimization will help.

    edit: Just read the rules, maximum of 6 players? pssshhhhhh trigger physics will be fine.

    Posted in: Team Recruitment
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    posted a message on Blizz Contest - Partner Required

    @Fullachain: Go

    I already have a map with shooting, jumping, grenades, etc. You can check it out @ - Elimination Tournament - on NA, It's honestly just a concept map for the engine I made lol. It's all trigger based though. I'm no data editor.

    Posted in: Team Recruitment
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    posted a message on Blizz Contest - Partner Required

    We've talked before Fulla, but I've made a pretty simple 3d physics engine for sc2. I'd like to help just for funsies.

    Posted in: Team Recruitment
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    posted a message on Dynamic Texture Surface / Dynamic Terrain

    Well, I think I'm going to pursue the "modular" idea. Now to look for someone who can make such models lol.
    It might even give it a minecraft feel.

    Another idea, which I don't know if it is possible, but does anyone know how place an image into the world and stretch it to to certain dimensions?
    I'm not sure if this could be done through actors or some kind of other method?

    Posted in: Miscellaneous Development
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    posted a message on Dynamic Texture Surface / Dynamic Terrain

    This is exactly what I want, but there's actually no terrain in my map!

    The surface I want to cover is actually pretty arbitrary, a procedural generated double array which can be thought of as a height map. (edit for non-triggerers: it's just a bunch of data that could be used to recreate terrain with X Y Z coordinates, just not the graphical part, so I'm trying to put a skin on my 'fake' terrain that isn't actually there)

    This brings up the possibility of dynamically deforming the terrain to the height of the heightmap stored in the array, but for the needs of this map it seems inefficient (in an already inefficient process i made lol), and I'd like that to be the last place I go because it would be limiting in the future.

    Another idea this reminds me of is simply making sure the procedure generates the height map to fit certain pieces, then drop the pieces into place. This actually seems really clean, any thoughts?
    Still thinking about a way to do it as originally planned though...

    Posted in: Miscellaneous Development
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    posted a message on Dynamic Texture Surface / Dynamic Terrain

    Hey all!

    So I've got quite the puzzle this time.

    I'm looking for a way to cover a surface that is made in-game. The surface itself is very large, composed of lots of mini triangles that are stretched.
    The surface can be changed in-game, and have no clue on what could have these possibilities.

    Because I think my question is very vague and not easily understood, I'll give you an example answer (which I don't know how to do, but it's the way I've been thinking of doing it)

    How I've been thinking of doing it:
    Using triggers and creating either units or doodads with flat triangle actors to fit into each triangle, and fit together so they form the surface.
    However, I don't think this will work because the triangles are not all the same size (some are stretched up where the surface has hills)

    Any possible solution is good.
    If you have any questions on my question feel free to ask, xD

    Posted in: Miscellaneous Development
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    posted a message on Recruting Modelers and Programmers for a COOL interesting SC MOD

    Is this even a sc2 map? and how far is the project?

    Posted in: Team Recruitment
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    posted a message on How To push a unit with new physics?

    @SouLCarveRR: Go

    Yeah. The marine being tossed around is exactly what I'm talking about. The actor is visually moving on the map, but the unit is not. I don't believe there's a way to track actors with triggers so it's pretty much only visual. Unless there's some option on units that I'm missing.

    Posted in: Triggers
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    posted a message on How To push a unit with new physics?

    I'm not entirely sure, but I don't believe you can use the physics engine on units (yet?). It's an actor-only engine. If you look at actors/units that move using the physics objects in the editor, the unit's blip remains in the same place on the minimap, so I'm guessing it's just for actors.

    If you can apply it to units I would also like to know ><

    Or if there's a way to track where these actors move...

    And the yet is because they are doing a major update to the physics engine right now, unless that was 2.1.

    Posted in: Triggers
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    posted a message on Adding Values to Overhead Unit Health & Energy Bars?

    Hey all, not sure if this is where this is supposed to go.

    Pretty much as the title says, is it possible to add the current value of hp, shield, and energy, to the overhead unit bars?

    Posted in: UI Development
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    posted a message on Is there any other program like the Sc2 Editor? (Not for sc2/blizzard)

    Is there another engine that is comparable in strength with the sc2 map editor? I know there's wc3, and age of mythology, but those are outdated now.

    Posted in: Off-Topic
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    posted a message on Attached Model Actor visible through fog of war?

    Hey all, just saw this problem and have no clue about it.

    I have a model actor being attached to a unit, but the problem is that everyone can see the actor at all times.

    How do I make it so it is only visible when it should be?

    Posted in: Data
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