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    posted a message on Patch 1.5: What can break your map?

    Okay I just sat down and "fixed" the broken things that I was complaining about.

    1. Missing Status Bars
    This one was quite easy and to be honest I shouldn't have asked it in the first place before investigating myself, because they simply made it more configurable with triggers. I used the "Hide Game UI" Trigger and for 1.5 apparently Status Bars are a part of the Game UI. So making them show again was really easy with the "Show UI Frame" trigger.

    2. Missing Actor Lighting
    That one was not a problem of the Lighting itself (although Doodad Omni Lights still don't work... that's the part that still confuses me and tricked me into thinking that all the Lights are bugged), but a problem of the Actor Creation Events. Right now I'm using a workaround for my ModelAddition Omni Lights and just avoid placing new Omni Light Doodads, but I hope with the release of HotS we can use the new "Light"-type Actors which should give a whole lot more options and possibilities for cool Lighting visuals I hope.

    Posted in: General Chat
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    posted a message on Galaxy Editor Having a Pink Out..?

    Could be your graphics card which gets too hot or is somehow broken and can't handle the SC2 engine.

    What kind of Laptop are you using and how old is it? Is there a possibility of collected dust inside it or have you found a way to clean it properly? Are you using the latest graphic card drivers?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Add a minimum cast range to a spell?

    edit: Nevermind.
    Using a "Location Range" Validator in the first effect of the effect chain should work as Almaity already said.

    Posted in: Data
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    posted a message on does the 1.5 editor just seem "slower"??

    I think 1.5 is great performance wise :)
    All the lists load up much faster (and that alone saves like 10% of my time and nerves I feel), I personally don't have any problems with cutscene and model viewer being combined. I think it mainly bothers people right now because it is different, but once you get used to it it will be much better to work with. I always thought the Model Viewer is pretty shit.

    The Data Editor has some small little bugs like not being able to edit particular values in the data editor without XML and stuff like that, but doesn't occur for too many data types. Lights are completely bugged out for me at the moment, thats annoying. But there are a LOT of new exciting features, mainly effect and actor types. Can't wait for the physics ragdoll system, is there already a way to make it work or do we need all the HotS assets for that?

    Quote from TheAlmaity: Go

    Apart from that, I really like the new editor. "User Types" in the data editor are really helpful for me right now. Texture/Model selection loads up much faster, the arcade loads up much faster than the popularity list does, etc.

    What are they used for?

    Posted in: Off-Topic
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    posted a message on Other Map Editors you used?

    When I was 5-8 years old I spent a good amount of time with the Warcraft 2 and the Duke Nukem 3D Editor. Was a ton of fun placing enemies and inventing stories about them and stuff. :D

    Didn't do anything after that because it got boring and I didn't feel like I had enough background knowledge about math, programming etc. to get into the actually interesting stuff with the War3 and SC1 Editor. Also interests shifted over time as I got older obviously.

    Posted in: General Chat
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    posted a message on SC1 mod for SC2 multiplayer?
    Quote from arithys: Go

    @Bommes: Go

    I saw that one earlier, it just looks like more premade maps that can't even be played publicly.

    As far as I know it's based on a mod and you can transfer all the stuff to any map you like.

    And its definitely publicly playable, why wouldnt it be?

    Posted in: General Chat
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    posted a message on SC1 mod for SC2 multiplayer?

    Look here.

    Posted in: General Chat
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    posted a message on Patch 1.5: What can break your map?

    Does no one else have the problem of Omni Lights not showing and HP bars missing (even with Graphics > high and HP Status Bars set to "Show Always" in the Options)? Not directly a broken map issue, I just wondered whether or not someone else has these problems.

    Tried it on 2 different PCs and both have these problems.

    Posted in: General Chat
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    posted a message on Make nydus worm attack?

    The main problem would be that the birth animation of the nydus worm changes its height quite drastically - so if you use a part of that animation you need to find a way to change the height in a way that it looks smooth and blends into the animation or you would have to be satisfied with an attack animation that looks more like the worm is attacking the air than the actual unit.

    edit:
    In general the animation isn't really fitting in my opinion. You just don't get enough sideways movement to make it look believable as a damage animation. Just tested it a couple of minutes and I can't really get anything good out of it. Maybe someone else has a better idea.

    Posted in: Data
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    posted a message on Map Info Problems (Arcade)
    Quote from TheAlmaity: Go

    @Bommes: Go

    I see no reason why they shouldn't work. The beta build is one before the actual 1.5 build, so it would be the same as going from a 1.3 map to a 1.4 map. The reason why maps break when you go back to 1.4 is because you're going back a version, between which there were quite a few engine and editor changes.

    Yeah figured the same :)
    Good to hear from you, I just didn't trust Blizzard 100% and it would be a shame to waste hours of work ;)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Map Info Problems (Arcade)

    Does anyone know whether or not we will be able to work on 1.5 maps edited in the Beta when the patch goes live and is out of beta? Will they be broken or not?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How to make custom units?

    Also it probably changed the "Art: Model" field in your Marine actor from Marine to Marine Copy. Change it back to Marine.

    Posted in: Data
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    posted a message on Making a turret face my mouse position

    The easiest way is to just make an invisible dummy unit follow your mouse cursor and make the turret unit attack the invis unit. Ofc make sure that there is no attack animation and no damage effect.

    If there is another easy way to do it I would LOVE to get an explanation how it is done.

    Posted in: Triggers
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    posted a message on [SOLVED AT LAST] Building a better fireball (or any free targeted projectile)

    Actually I just realized that they added something for the "Location Pathable" Validator in the 1.5 Editor!

    You can now check/uncheck the different kind of pathables, namely Cliff, Ground, etc.

    That wasn't possible before, so if you work with the 1.5 Beta already it should definitely be worth experimenting with combining the CliffLevel Validator and the Pathable Validator in some way.

    Posted in: Data
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    posted a message on [SOLVED AT LAST] Building a better fireball (or any free targeted projectile)
    Quote from Deadzergling: Go

    @Bommes: Go

    I was thinking more along the lines of height change only being positive .3 or .4, as you should be able to cast down with no difficulties. I'm not at a comp where I can check such things though, is it possible to only check for height change increases?

    Does that change anything about the ramp issue (shooting up ramps)?

    And I think you can, but I haven't tried it myself yet.

    edit:
    Nevermind, ramps should work if you combine the 2 validators with "and". But then they won't collide with unpathable objects. There are just not many ways to combine validators, thats the main problem.

    Posted in: Data
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