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    posted a message on BW Scarab dealing damage when explode without hit

    I fixed it. On the timed life behaviour you make a (set) effect and place it on the Expire Effect tag and in the set effect you put in the Scarab Damage effect and the Sucide effect. With this you have both effect triggered on expire.

    Thanks for the help, It works like a charm :)

    Posted in: Data
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    posted a message on BW Scarab dealing damage when explode without hit

    On the Expire Effect field I already put the Sucide effect on. So does that mean I have to make a Scarab Sucide (set) effect?

    Posted in: Data
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    posted a message on BW Scarab dealing damage when explode without hit

    Hi guys,

    I've question about exploding and dealing damage without hitting, you see I want to make a BW Scarab and if it's timed life fate has trigger it should do damage against units near it when it explode. But I've no idea how to do this, I tried a automatically ability but the if it died the ability won't trigger.

    So someone knows how to make it working?

    Thanks :)

    Posted in: Data
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    posted a message on Strange values in game, but in editor there is no problem

    Yep that's it.

    So there was no problem to begin with, just a shitty translation from in-game seconds to RL seconds.

    Posted in: Data
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    posted a message on Strange values in game, but in editor there is no problem
    Quote from SoulFilcher: Go

    There should be a large and visible warning about it somewhere, as everybody thinks it is a bug.

    It is not a bug, what you're seeing is the conversion from game ticks to real time, they added that in LotV for the esports scene but map makers didn't read about that.

    Ahh so it mean they didn't reconfigure the value's in the editor to real life value's, so I will check the multi if they have the same problem.

    This is helpfull :)

    Posted in: Data
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    posted a message on Strange values in game, but in editor there is no problem

    Hi guys I've a really strange problem.

    Some values are screwed up when they are in game while they are good in the mod, these include upgrade timings and train times. For example a upgrade is installed to take 140 sec but in the game they take 100 seconds, same goes with 110 seconds which take 71 seconds.

    As I said before it only occur with train timings, and upgrade timeings. For some reason it also occur with the Zealot movement speed. Does someome know what causes it? The mod does not use any triggers btw.

    Deps

    - A (clean)import mod.

    The import mod consist off:

    - Void campaign fixed,

    - Void multi

    the problem But not in the datamod????

    I hope there is someone who know how to fix this. If he or she needs mod itself PM me :)

    Posted in: Data
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    posted a message on [Showcase] SoulFilcher's models

    If you have some time left can you give the ''Protoss Sanctum'' model a stand work and unpowered animations? The current model is really good but unfortunately it doesn't have any animations besides ''stand''

    And man these Star Relics look amazing. For textures in doodads I know there are some Soulhunter textures hidden. I believe they are ''purifier'' or ''Vindicator'' but it is possible those are from the hooverboard Soul Hunters. For the Reaver I believe there is only 1 texture availible under the name ''Trilobyte''

    (Urg I re-started with Sc2 editor a few days ago and I'm already whining for more models, 10 points for me :()

    Posted in: Artist Tavern
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    posted a message on Make Blink unable to cast on highround

    Ahh I see, it is ''cliff'' not ''high ground'' :)

    Thanks, it really helped me out :)

    Posted in: Data
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    posted a message on Make Blink unable to cast on highround

    Hi guys,

    I'm looking for a way that makes Blink unable to be casted on High Ground. For some reason I can't get it working. So does someone know how to do this?

    Thanks :)

    Posted in: Data
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    posted a message on Rikky Returns !!!

    Omh I'm just to unsocial

    TANK YOU GUYS AND MARRY XMASS :)

    Posted in: General Chat
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    posted a message on Rikky Returns !!!
    Quote from Forge_User_87697641: Go

    Welcome back you. If you are going to create static portraits, will it be possible for me to request some from you. I've got some custom units that just don't look the same with one of the standard blizzard portraits.

    Sure PM me about the details. However (if it is okey) I won't make anything until New Year.

    Quote from Forge_User_87697641: Go

    I often take breaks from mapping for several months. I have no problem with the terrain and trigger editors but the data editor is so complex I feel like I have to relearn it every time. Hope you get back to business smoothly :)

    Same here, Another big problem is that I never edited much in the Hots Area. I always edited in the WOL area so right now there is a lot of useless stuff in the editor like old upgrade nobody cares about and a lot of useless Trigers that makes the editor slow. Also the New Models, Buttons ect are unsorted. It's a shame !!

    Posted in: General Chat
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    posted a message on Rikky Returns !!!

    Yes for those who remember me back in the Wol Days. I'm Rikky 333 and I was gone for a while now. But the times has come for my glorious return (wut)

    Right now I want to go back at some project's like MarineArena and of course I will work at artwork like back in the days. I guess I should start with the Static Portraits because there are a lot things going on. I'm not sure about future projects. I think I should relearn the Data editor again before I step into a new project.

    And anyway Marry Christmas (damn I can't find my Santa version portrait:)

    Posted in: General Chat
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    posted a message on Why won't these textures work?

    You need Assets and thanTextures. If it is for example import/Assets/Textures ect it wont work. Also make sure its Assets/Texture. with big letters and not assets textures with small letters.

    Posted in: Artist Tavern
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    posted a message on Texture Set By ID for Portrait Actors

    There is an easier method to replace textures. The select ID tutorial was meant if you need both the original and new texture. This method will replace the original texture.

    You have to export/download the textures you want. Than rename it to the original used by the model. If you import them it will overwrite the old ones. You can find this information in the previewer (previewer/right mouse-button/select model information/ (you have the model information tab right before you) than materials and at than search for the texture used (most of the time its 0)

    For example, i downloaded Foreswornes tempest textures. They are named Tempest_diffuse and tempest_Perfect (whatever they're named) Than i rename them to Carrier_diffuse and Carrier_Perfect, than i import them, save the editor and than close/reopen.

    Now my carrier turns into an dark Carrier. But the original is not longer available.

    Posted in: Data
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    posted a message on Remaking proton charge, but wihout succes need Help.

    Here below i have something of an old test map i created a while ago (well it has a fresh new import) If you search for proton overcharge you will be in the section where all the effects are. I based the effects on Tosh PSI shield, karras psi storm and shield heal. So maybe you guys know what i did wrong.

    Also the behavior is not right, it add shield instead of extra income, i know that and it was for testing purpose. But on the end it must be extra income.

    Posted in: Data
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