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    posted a message on Can you make a detection area pan left and right?

    @Photoloss: Go

    cool, how would one go about changing the white detection markers to correspond with the detection arc?

    In other words, my camera is detecting everything in front of it in a 45 degree cone. I want the white markers that are normally displayed in a circular radius around a detector when a cloaked unit gets near it to also be in the shape of that same 45 degree cone.

    Posted in: Data
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    posted a message on Can you make a detection area pan left and right?

    Hello,

    I want to give a unit detection ability, so that as it pans an area, the detection area pans with it.

    Specifically, I want to do this to a Castanar Camera. I've created a unit of it, and as the camera pans left and right, I want it so that its detection ability pans left and right with it.

    Is there an easy way to do this? Or, even a hard way? lol

    Posted in: Data
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    posted a message on Possible to have unit jump 2 cliff levels?

    My units can path on the level 2 cliff without any problems. Even so I added pathing to it in the Terrain Editor, but that didn't seem to have any effect. Once my unit is up there, it can walk around fine. But it can't jump up there still.

    I also went into the Data - Terrain Cliff Meshes and changed around the Cliff Heights fields for my cliff (KorhalCliff0 in this case). However even setting it to zero doesn't seem to have any effect.

    I added a screenshot to more easily see what I'm seeing. I want my unit to be able to jump from where they are in the screenshot up to where the arrow points:

    Posted in: Miscellaneous Development
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    posted a message on Possible to have unit jump 2 cliff levels?

    Has anyone been able to get a unit to jump up 2 cliff levels? I've seen some tutorials on how to make jumping abilities, but so far all the ones I've seen just allow a unit to jump up 1 cliff level.

    I've tried messing around with giving my unit the Reaper Jump behavior, but as far as I can tell the Height Delta Maximum field under Behaviors - Reaper Jump - Stats doesn't seem to be affecting the height that my unit can jump.

    Anyone know any way to do this?

    Posted in: Miscellaneous Development
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    posted a message on Changing hair color in 3D portrait issues

    @Leruster: Go

    I did not. Are you supposed to? How exactly?

    Posted in: Miscellaneous Development
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    posted a message on Changing hair color in 3D portrait issues

    @SoulFilcher: Go

    That's the weird thing though, in that picture all I changed was the color of the t1_sm_nova_hair_diff.dds file. I didn't touch the model.

    Posted in: Miscellaneous Development
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    posted a message on Changing hair color in 3D portrait issues

    Hello,

    I've read that it's impossible atm to make true custom 3D portraits...

    But what I've been trying to do is just alter the hair color of a current model (Nova). The problem is that after I import the file back into SC2, there are parts of hair that look completely black and blocky-looking. Although I can see my altered hair color has taken effect, the black and blocky-looking parts I have no idea why those are present, (all I did was alter the color in Photoshop).

    Is this part of the general issue of not being able to make true custom 3D portraits? Or is it possible to just alter the hair color of a unit's 3D portrait?

    I've attached a pic of what I'm seeing below.

    -peace

    Posted in: Miscellaneous Development
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    @numark79: Go

    nm i think i figured it out. seems to be a combination of things. This is for the Shockwave ability:

    Small units take up less space. When the Shockwave's Search effect goes off on the Zerglings in the test map, they are small enough, well within the default search Radius of 1 that is listed in the tutorial. The Search effect goes off, it hits them, they meet the criteria, the effect is applied, and the Shockwave continues on. The thing is, the Shockwave is moving fast enough, and the Zerglings are small enough that once they are hit with it, the Shockwave is done and past them.

    However, on a larger unit that takes up multiple radius grids (like the APC) the Search effect hits it, applies the effect, but depending on angle of where the Shockwave hit it from, the Shockwave might have more of the unit to pass through. It hits that additional grid that the unit is standing on and it does the effect again, because we've told it to do so. On small units taking up less than a grid of space this works fine but in the case of bigger units like the APC it causes the unit to be affected multiple times (twice in my case) depending on how many grids it is taking up and what angle the Shockwave hit it from.

    I tried setting the Radius down on the Search effect down to 0.2-0.5 and while this seemed to work it also felt like a poor solution (didn't necessarily want to cut down on the ability's effectiveness to hit a target). What eventually solved it for me was to cut the Periodic Duration in half from 0.075 to 0.0375. With the duration of the period cut down, even big units like the APC would only be affected by the ability one time as the Shockwave hit them and then continued on. This makes the ability also (travel) faster, but it still looks natural at this periodic duration speed and I'm happy with it.

    Hope that helps :)

    Posted in: Tutorials
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    Ok, I think I figured my previous question out. However, this is for ProzaicMuse, I think there might be a bug here:

    Using the Shockwave ability works just fine on units like the zerglings on your test map. However using it on a this one vehicle unit , Armored Personel Carrier (Agria) causes the unit to get hit twice by the effect. I can't figure out why this unit is getting hit twice by the effect and the zerglings only once.

    It's a bit weird though. If the APC is hit straight on with the Shockwave, it bounces up and down in the air twice. However if it only gets hit with a glancing blow that just grazes the side, it behaves correctly.

    Any ideas anyone?

    Posted in: Tutorials
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    posted a message on Melee attack animation for Nova hero

    @numark79: Go

    ah nm i think i figured it out, adding a Validator to my Effect seemed to do the trick.

    Posted in: Miscellaneous Development
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    posted a message on Melee attack animation for Nova hero

    @SoulFilcher: Go

    Awesome, that did the trick. Now there's still one more thing that needs fixing.

    At the moment even if a valid target is not selected, if I click on the terrain with the ability cursor she'll move over to the designated area and do the animation. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Melee attack animation for Nova hero

    @SoulFilcher: Go

    I've got her to play the animation now. However, after she does it, if I tell her to move right away she doesn't go into her running animation right away, and instead kind of slides along the ground in the last frame of the melee attack animation for a short bit.

    I've tried adding an Abil.Nova.SourceCastStop - AnimBracketStopSpell to the list of events on Nova's Unit Actor, but it doesnt seem to do anything.

    Posted in: Miscellaneous Development
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    posted a message on Melee attack animation for Nova hero

    Hey guys,

    So I'm trying to give my Nova hero unit a melee attack, but I'm having problems hooking up the animation.

    If you load Nova up in the Previewer she definitely has a melee attack, titled simply Spell, where she slashes with a red lightsaber-looking thing.

    I'm having trouble getting this hooked up correctly though. I don't see this spell anywhere in Actors. Any help would be much appreciated.

    -peace

    Posted in: Miscellaneous Development
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    Hello,

    For the Ground Pound spell, how do I make it so that I don't have to self-target my unit in order to cast? I just want to be able to hit the hotkey and have it go off without having to self target my hero.

    @MacSC2 - For your second question, when it says "link the effect" it basically means go back to the Effects tab and on the Behavior sub-tab there set that to the listed value. For example:

    Create a new Behavior named Ground Pound (Jump) with Behavior Type: Buff set Categories: Temporary set Modification +: Behavior Modify Flags: Enable Disable Abilities set Effect - Final: Ground Pound (Shockwave) set Effect - Initial: Ground Pound (Lift) set Effect - Periodic: Ground Pound (Drop) set Duration: 0.72 set Flags: Hidden set Period: 0.36 set Period Count: 1 link the Effect - Apply Behavior: Ground Pound (Jump)

    **At this point go back to the Effects tab, and find the Ground Pound (Jump) effect that you made earlier. Click on its Behavior tab and set that to Ground Pound (Jump) from the drop down list.

    Posted in: Tutorials
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