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    posted a message on (Solved) Problem Attaching Models to Immortal's Weapon.

    @DrSuperEvil: Go

    is it because its a turret? this is not a big issue but would help make my map more flashy with special effects on those immortal cannons. :(

    Posted in: Data
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    posted a message on (Solved) Problem Attaching Models to Immortal's Weapon.

    @DrSuperEvil: Go

    yeah like i said. I've tried (One at a time)

    SOpAttachWeapon

    SOpAttachWeaponLeft

    SOpAttachWeaponRight

    unless im doing something wrong? i cant get them to work for immortals.

    Posted in: Data
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    posted a message on (Solved) Problem Attaching Models to Immortal's Weapon.

    SOpAttachWeapon SOpAttachWeaponLeft SOpAttachWeaponRight

    I even tried making my own 'methods' was it since those are the ones referencing the model attachment points right?

    Posted in: Data
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    posted a message on (Solved) Problem Attaching Models to Immortal's Weapon.

    Thread title says it all.

    I dont usually encounter problems attaching models onto certain parts of a unit, however with the immortal, I cant seem to do this successfully.

    What i am trying to do is to attach a model onto the Immortal's guns. Yet whenever I reference the 'weapon' attachment point or any other similar points my model appears at the units center. My guess is this is because the immortal has a turret. Although i may have done a silly mistake.

    Its a normal immortal unit, fresh from melee map data.

    Posted in: Data
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    posted a message on Transform to Werewolf Ability (help!)
    Quote from SnyderGuy: Go

    And No, I dont want to use triggers for this

    y are triggers unacceptable? its should be really simple to create a morphing ability with triggers.

    Posted in: Data
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    posted a message on Forums gone silent?

    dude... your thread is only a few hours old. give people more than mere minutes to reply. Its a forum, not an instant messenger u know :)

    Posted in: Off-Topic
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    posted a message on (Request) Werewolf Model

    hmmhh. I highly recommend using the WoW Worgen. Really, if someone did do your request it would be hard to match Blizzard's quality. Plus it would delay your map eventually, as the model is a core element of the map isnt it?

    What's off abt the Worgen model anyway? It even has its own "On all fours" running animation :D

    Posted in: Requests
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    posted a message on Weekly Terraining Exercise #65: Cave Entrance
    Quote from madlibrarian: Go

    @Zolstice: Go

    Wouldn't it be possible to set a trigger so that when unit A enters a region, to increase his height gradually or apply a floating at X height buff to him? I mean sure, it would mean some of the multi story buildings would be unusable, but what you reckon?

    well basically whatever Mozared said. Theres that issue of overlapping lol. Not entirely impossible; as someone figured out how to show/hide actors for certain players (it was Renee i think, its somewhere in the resource section). However, It may not even be worth the work as that system itself would take dayss to make and debug. Better off making each floor on different parts of the map :P

    @SheogorathSC: Go

    yeah, for an illusion id say its pretty brilliant. With pathing it would be overkill :D

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #65: Cave Entrance
    Quote from Mozared: Go

    @F0xtail: Go

    How were you planning on doing that?

    my thoughts exactly.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #65: Cave Entrance

    @F0xtail: Go

    are all of those walkable? damnnn ur good :D

    do you have an estimate or an exact amount of doodads u used to create them? There's a chance Far Clip is lagging your game if its not that big :P

    Posted in: Terrain
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    posted a message on Custom health bars with Dialogs
    Quote from xxxNEARBYxxx: Go

    Dialog - Create Progress Bar for Player Group is the best way, but still cant understand why u fears about count of triggers. Good trigerrmaker always avoid leak problems... p.s: 0.1 sec so bad for b-net.

    sorry ive been using 0.5 periodic triggers in bnet with TONS of actions and setting unit properties with this and that with things looping every 0.1 second for the next 0.5 second; and I can confirm that it does not lag the hell out of my players :D

    Although, for the sake of taking as less memory as possible; 0.5 seconds is a good go for health bars. Its not the most responsive healthbar you will make but you can hardly notice it; especially if your game's speed is on Faster.

    Posted in: Triggers
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    posted a message on Ever wondered about your career choise?

    I just finished arranging my university plans just now, as I just received a confirmation of enrollment :)

    Back in highschool ive been wondering whether to take Software Engineering or 3D Design, (other choices weren't as appealing). Having used the wc3 world editor since when I was.. idk, in grade 6 probably? I really enjoyed modding especially triggering. I got into WC3 Jass and made cool stuff, stuff that really compelled me to go the way of programming.

    Now I was also known for my digital art skills in my school (since there was nothing digital other than photography in my art classes), and I had done skinning, 2d texturing etc for various games, and that was good too....

    I still had that dilemma while applying :P

    In the end I chose 3D Design. My current programming habits (at least in SC2) are bad, careless mistakes, and often I'm too lazy to create even the simplest spells or systems for a map. That, and the fact that programmers don't really have the choice of programming what they want; drove me away from it.

    Hope I chose the right career path :D I dream alot abt one day working in EA, Ubisoft, or Blizz; creating their CGI Cutscenes. And if all else fails at least i should be working in Disney or Pixar :P Hope they dont stay as dreams :(

    Posted in: Off-Topic
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    posted a message on Various bugs with duplicated units

    I've never ran to the duplicate unit issue, but i did run into the command card issue you described. I was unable to remove certain buttons from a units command card like the firebat's incinerator gauntlets.

    Yes i think the checkboxes, like DarcZaFire mentioned, might play a role in this. So far i have only duplicated a Unit and its corresponding Actor. 2 objects. The rest I dont really copy them as they are sound/model assets or abilities, which i can manually link with ease.

    I have never ran into the name bug or the movement reset bug. so yeah.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Angry Pro Editors

    @DarcZaFire: Go

    true. Having a few friends would lessen the amount of work by alot. I do not really see any bragging rights to making a map solo or in a team, but i guess that might be just me. I might even be bragging without even realizing it :D

    It is also a notable fact that the games industry isnt made up by a few people. A good game like Starcraft 2 for example requires hundreds of people to work on :P I'll agree on the part where u said 'a sign of strength'.

    The more the merrier I guess, as long as it doesnt damage your map (for example: I had a friend who once recoded my triggers thinking it was the 'wrong way' to do it. Wasted plenty of time debating and there was miscommunication among the team) i guess its fine. Since usually modders dont usually pay the people who are involved in its production, its quite hard, for me that is, to push people.

    Posted in: General Chat
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    posted a message on "Disallow Foliage" problem
    Quote from Telthalion: Go

    @Bilxor: Go

    To re-enable foliage in an area, just click over to the other Foliage brush (Allow Foliage, as opposed to Disallow Foliage) and paint back over the disallowed area. Then re-generate.

    As for not seeing the foliage overlay: make sure you're not in game view. (Press V to toggle it)

    @Bilxor: Go yeap. game view. make sure you're not in Game-View otherwise you'll only be seeing whatever will be shown in-game. Right now I can see which ones are allowed and disallowed in my editor.

    and so basically the generate foliage button is your 'update' button.

    Posted in: Terrain
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