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    posted a message on colliding with nothing
    Quote from KingRadical: Go

    @Zolstice: Go

    ok i fixed the problem. you were right that the 100.0 was simply too large and would probably try to make the unit target an area off map and screw up its movement. the odd thing was that the WASD trigger worked perfectly fine when there was nothing there before, but when i added the terrain and doodads it started to screw up :S well whatever im just glad it seems to be working now :D

    well, with an order extending the map bounds; the movement will appear glitchy. I had a similar problem before with unit-like projectiles; and the behavior on your WASD system was exactly similar.

    Glad it works now :p

    Posted in: Miscellaneous Development
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    posted a message on Weekly Terraining Exercise #55: Emotion
    Quote from ScrinKing: Go

    Calm?

    the 2nd and 4th screenshots (without the crystals) express "calm" better than the others imo. Spiky crystals convey a certain 'rage' or 'chaos' atmosphere , at least to me lol.

    Posted in: Terrain
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    posted a message on [Data] The Uberlisk

    awesome tutorial!

    i just read this, and this is definitely one of the best tutorials ive ever read about site ops.

    But is there way to make SOp adjustments scale with the host's model? For instance, I have a map that plays with a unit's size often; and it appears that this screws up the tentacle adjustments badly =(

    i tried the "Scale to Host Flag" but it doesnt seem to work.

    Any solutions?

    Posted in: Tutorials
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    posted a message on colliding with nothing
    Quote from KingRadical: Go

    any ideas anyone?

    sorry, I didnt see that you replied dayss ago =S

    skimmed through a couple of triggers and saw something suspicious right away.

    Unit - Order Ghost [184.54, 23.92] to ( Move targeting ((Position of Ghost [184.54, 23.92]) offset by (0.0, 100.0))) (Replace Existing Orders)

    If you have done modding in WC3 before, you would have known that the range of 1 unit in warcraft is 100. However in SC2 it is simply 1.

    I think whats happening here is.. your triggers are ordering units to move wayyy behind the map's borders. causing them to move in a weird way. I am sure that this isnt the way to do a WASD movement. you would have to create movement vectors or something like that; ordering the unit to move a distance of 1 every so often instead of just doing a 100 range point order. Check some of sc2mapster's WASD movements.

    Posted in: Miscellaneous Development
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    posted a message on Create unit at point via ability
    Quote from Neonsz: Go

    Trigger is set up like this:

    Event:

    Unit - Gateway [33.50, 83.50] uses Zealotspawn at Generic1 - Any stage (Ignore shared abilities)

    Action:

    Unit - Create 1 Zealot for player 1 at Team 1 spawn 1 using default facing (No Options)

    Unit - Create 1 Zealot for player 1 at Team 1 spawn 2 using default facing (No Options)

    Zealotspawn is an ability that activated the dummy effect, that does nothing. Still, it spawns 7 zealots. The trigger is run 7 times, for some reason.

    Here's the debug

    00:00:00.00 Running gt_MeleeInitialization_Func (Event: Map Initialization)

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, -3))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 0))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 1))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 2))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 3))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 4))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, -6))

    Does it have anything to do with the 'Generic1'?

    Don't set it as Generic1 - Any. It will spawn a Zealot for each ability phase =P

    Use the Effect Finish, Channel, Cast; events. or the Generic1 Complete. Just not 'Any'.

    Posted in: Triggers
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    posted a message on Skyrim?
    Quote from Keyeszx: Go

    @BasharTeg: Go

    Bethesda sued some small company? I need the article now. Bethesda isn't even a big company, they're getting some weird ass attention like WoW did when it first went out. I hate to sound like a hipster but I was into warcraft before WoW and I was into Fallout and The Elder Scrolls before Skyrim and Oblivion. I don't get where all this random fandom is coming from. It's like the WoW expansion, people are saying they're copying Kung Fu Panda and I'm thinking these people are complete idiots on youtube thinking it's Kung Fu Panda as Pandarens have been in warcraft long before that 2 bit movie came out.

    Search these keywords. Bethesda Mojang Scrolls

    Mojang = Minecraft. The latest indie game hit that earned its maker tons of $$$

    What Bethesda lawyers (they said it wasnt completely their decision to continue the case) did, was suing Mojang over the use of the word Scrolls in their next game-Scrolls.

    Reason: Bethesda finds that the word Scrolls will confuse consumers with their lead game title, The Elder Scrolls.

    In the past few months, Mojang offered a name change, saying that they'd rather change their game's name to Scrolls: <subtitle> than continuing the case. Bethesda lawyers however refused.

    My PoV: Since when can a person take right for a common word? its just ridiculous if Bethesda wins for the word Scrolls.

    On a side note: Skyrim has a random side-quest generator aside from tons of fixed quests, meaning the game won't be completely finished. However, just how creative this generator is (i'll expect something more than a Kill-Loot mission) is still something to find for me.

    @Prozaic Muse:

    Mass Effect is typically a 'Hollywood' shooter; not that its bad, but mannn do I love the stories these Bioware dudes spin :D. cant wait for ME3

    My only disappointment would be the direction they took for Dragon Age 2... Dragon Age 1 was epicc. The second one was lame.

    Posted in: Off-Topic
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    posted a message on Bug with Mouse Position in UI
    Quote from SexLethal: Go

    @Zolstice: Go

    Neat!

    That's a lot of dialogs though :/

    Pleasure to help =D

    So far I guess this will be your only solution until blizzard fixes the bug.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on StarCraft 2: Terran's Quest

    Damnnn, wooden league ROFL.

    I love the way the author draws Swann's face. Its just epic :P

    Thanks for translating, this sure made my day!

    Posted in: Off-Topic
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    posted a message on Bug with Mouse Position in UI

    it is a bug, luckily it has been noticed by the community for a long time. I believe desiderius1 created a library to fix that.

    http://www.sc2mapster.com/assets/mouse-move-fix/

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on (Solved!) Animation for Ability cast Problem?
    Quote from watterboy1: Go

    I got it!

    I was supposed to make the "Name" field: Cast I thought you could name it whatever you wanted. I then made the the time type Duration and time variant -1

    What other names can go into the Name field ?

    its basically anything. its a label you can later refer to, to get the animation. for example the actor action Animation Clear has a name label field in it; you will have to put that 'name' of your animation in there to get it cleared.

    :)

    Posted in: Data
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    posted a message on Charge on target point instead of unit

    have you found a solution for this? if you did please do explain. I am having a similar problem myself.

    I heard markers dont work if a behavior is used to create a periodic effect, or am I wrong?

    Posted in: Data
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    posted a message on Problem with Lighting and Tarmacs
    Quote from ScrinKing: Go

    Use belshir dirt, it's hard to notice.

    exactly what I used. :D

    Posted in: Terrain
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    posted a message on colliding with nothing
    Quote from KingRadical: Go

    wow lol. i cant believe i didnt see the "add attachment" button all this time :P ok well here's my map. take a look and see if you can figure it out.

    erm... is it just me? or the WASD system is rather weird. I couldnt navigate myself around freely; kept on going only to two directions. the camera is ok, but the movement is rather buggy.

    Posted in: Miscellaneous Development
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    posted a message on Rescue Units Problem

    Its not that the rescuing changes cancels all the orders, but its because most abilities (including move/attack/hold I believe) have the flag - Abort on Alliance Change, enabled.

    you can untick that easily if you have certain abilities that do not want to be cancelled.

    otherwise you will have to re-order them manually via triggers.

    Posted in: Triggers
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    posted a message on Problem with Lighting and Tarmacs
    Quote from ScrinKing: Go

    Make a new model with its texture and see what happens from there.

    I actually tried it in the previewer. It turns out the same. So yeah I guess the problem is in the model itself. oh well

    Anyone else irritated by the same problem; I suggest doing a workaround by using a dirt texture underneath the tarmac; to make the transparency less visible. The texture I used in the screenshots (Braxis Mesh), was apparently not, as it looks weird.

    Posted in: Terrain
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