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    posted a message on Effect to Instant Teleport (Solved)

    Force Staff is not an instant teleport... Be more clear what you exactly need, if you talk about Instant Teleport in the first half of the sentence and Force Staff in the second half no one is going to know what you exactly need.

    To get the Force Staff functionality the easiest way is probably to use a Launch Missile effect (coupled with a Persistent that has the offset that you want), alternatively you can use a Persistent effect coupled with an Apply Force effect.

    Posted in: Data
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    posted a message on Impact Map

    I think Impact Maps only work for Impacts on Unit models and take the materials from that model (I'm not 100% sure though). It should be possible to make a pure data "self-made Impact Map" that works for terrain points out of Actor Events and Model actors, using the "TerrainPhysicsMaterialAtActor" Actor Event term, which can filter the ground terrain based on the material of the terrain. This method shouldn't be much worse in terms of performance compared to the normal Impact Map, it's just more annoying to set up. I'd recommend to use a lot of Event Macros.

    The only downside is that in this patch version the TerrainPhysicsMaterialAtActor term is bugged, it always crashes the Editor when you select it in the GUI (by the way also the reason why searching for "TimerName" in actor event terms crashes the editor, because TerrainPhysicsMaterialAtActor is the first term with T and always get selected automatically). So right now you would have to use XML to set the actor events up.

    Posted in: Data
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    posted a message on Impact Map

    What kind of workaround are you using?

    I'm not 100% sure what you are trying to accomplish or where the exact problem is. Is the Impact Map not working for the Target Point and doesn't display the Impact Models unless the attack hits a Unit?

    Posted in: Data
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    @Delphinium1987: Go

    Oh wow, that's awesome!

    I wouldn't use the model right away because I'm currently working on other things, so I'll gladly wait until they are as finished as they need to be until you are comfortable publishing them :)

    Thanks for sharing all your work and dedication with us! I love reading through this thread and the other threads that you opened in this forum, although I'm not a 3D-Modeler myself and naturally don't post very much here, it's still very interesting.

    Posted in: Artist Tavern
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    posted a message on Can't edit BehaviorBar at all

    Yeah I tried using the BehaviorBar but didn't get it to work. If someone finds a way I'm very interested :)

    Posted in: UI Development
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Looks awesome :)

    I always wondered why the Marauder includes the Launch Assets/Particles of the Attack in the animation itself instead of in a separate model/actor. Potentially inconvenient...

    If you decide to share the D. Browder model at some point I'd be completely thrilled!

    Posted in: Artist Tavern
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    posted a message on Getting legitimate unlocked maps

    If you go on File -> Open you can switch between browsing local files, campaign maps and battle.net maps. Under Battle.net you can search for maps and try to open them or just browse through it by name.

    Posted in: Miscellaneous Development
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    posted a message on AdeptSoulMissile

    What do you mean by Soul Missile ability? The ability that is in the video of your link?

    Posted in: Data
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    posted a message on how do i change skins like this?
    Quote from cleanto: Go

    @Bommes: Go

    Right click didn't work. I did Shift+D. finally worked. http://i.imgur.com/iQG7FcD.jpg

    it would be impossible to know it if you didnt tell me unless i am a jesus.

    That's because you clicked on the model file, which is btw not called "PrisonZealot" but "Prisoner Zealot", and not on the model that you loaded into the current scene in the bottom left.

    Shift+D worked regardless because the Blizzard devs sometimes know what they are doing and make their systems failproof and easy to work with.

    Posted in: Data
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    posted a message on how do i change skins like this?

    Right click on PrizonZealot and click on "Show Model Data", or shortcut Shift+D.

    Posted in: Data
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    posted a message on how do i change skins like this?

    I think the only thing that changed about how this works is that instead of loading a model into the Previewer you use the Cutscene Editor to find out which materials are used by the model.

    Posted in: Data
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    posted a message on Simple Physics Sphere for WoL

    Yeah, you can attach them :)

    Posted in: Requests
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    posted a message on evolving the WASD move system into an analog system

    I thought about trying to make something like this for my map, but for now there are a lot of things on my to-do list before I will approach this, so there's a good chance I will never actually try it out and it will just remain an idea.

    That said, if you find some convenient methods to realize this or even put together a library for this I would definitely be interested!

    Posted in: Triggers
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    posted a message on Simple Physics Sphere for WoL

    Also remember to rename it since otherwise it might lead to problems if you have multiple assets with the same exact name.

    Additionally it is important to note that all of the unit models for HotS have physics bodies, while the WoL ones do not. You were talking about the ballpit video earlier, the balls in that video only behaved in the way they did because the Thors of this example have physics bodies attached to them, which is unique to the HotS Thor model which is called ThorEx1.m3 or something.

    The usual Thor.m3 model that is part of the WoL assets infact does not have a physics body and doesn't interact at all with any physics objects in the scene.

    Last but not least I vaguely remember that there are some problems with trying to set up Physics in WoL, because you have to change some actors / events or something, otherwise they are completely disabled in all ways. I might be wrong about that though, but I recall about someone in IRC trying to enable Physics in WoL after 1.5 was launched and running into problems.

    Posted in: Requests
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    posted a message on Simple Physics Sphere for WoL

    Since every SC2 client has to download the whole game (WoL+HotS), regardless of whether or not you actually bought HotS, can't you just extract the model from the .mpq files? It's called PhysicsPrimitives_01.m3.

    Posted in: Requests
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