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    posted a message on How to play reverse an animaton?

    That's more of an Artist question and you sadly can't really change the way Particle Emitters work in Data (unless you just want to destroy all particles which is possible via an Actor Event). It might be a better idea to ask about that issue in the Artist subforum I think :)

    edit:
    Ah, I forgot, you can also change the way particles are emitted by checking the "Freeze Particles on Animation Pause" in the model data and then tinkering with the animation speed. That doesn't let you emit particles backwards though.

    Posted in: Data
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    posted a message on How to play reverse an animaton?

    Also note that this method of reversing animations doesn't work for particles that are created during the animation (for example for some of the Smoke or Fire models available).

    I don't know if the Impact you are talking about has any particles though.

    Posted in: Data
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    posted a message on [Tutorial] SC2 kitbashing in 3dsmax

    You can attach models on other models in the Editor, but only at positions which already have attachment points. If you change the position of the attached model without having a built in attachment point for the right spot you will likely have issues that the attachment looks off and not in sync with the animations. You can't directly edit models with the SC2 Editor.

    The tutorial is great :)

    Posted in: Tutorials
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    posted a message on Move units have specific behavior

    The loop in your screenshot doesn't work because the "Picked Player" reference doesn't return any player, since you aren't using the Pick Each Player in Player Group action/function. Use a specific player or the "Owner of Unit" function.

    Posted in: Triggers
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    posted a message on Unit Death Custom and a Custom String

    There are different methods of customizing unit death actors, physics based deaths that use ragdoll models or just customizing the death model based on the type of damage the unit took as fatal damage (for example fire or acid). Which one are you talking about and what is it that you want to do?

    Posted in: Data
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    posted a message on Blizzard losing interest in SC2 and WC3 ?
    Quote from SearingChicken: Go

    @SoulTaker916: Go I was chating to a dev several months ago and from the way he was talking it sounded like they have 3 teams, an RTS team, An MMO team, and a Diablo team. If this is how it works, then the RTS team has shifted focus to Blizzard All-stars. Meaning even if they hire for All-stars they are also hiring for SC2, and Warcraft RTS(if one is made)

    There isn't an "MMO" team, there is the WoW team which is probably their team 1, but also the former Titan team which was team 4.

    Team 1: WoW
    Team 2: RTS/SC2
    Team 3: Diablo
    Team 4: former Titan / now BAS?
    Team 5: Hearthstone

    Maybe the numbers of the RTS and WoW team are swapped since the RTS team is the older one, who knows. In the end, it doesn't really matter. I would guess a lot of the senior devs switch around the teams anyways and help for certain milestones and projects instead of being in one fixed team.

    Posted in: Off-Topic
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    posted a message on Building fire animation

    Hmm, in general it doesn't really matter whether you use triggers or data. If you are more comfortable using triggers and you get to the result that you want then everything is fine. By using the "Send Actor Message" action you are already basically using the Data Editor though, it is pretty much the same thing as adding Actor Events, Trigger and Data Editor overlap in this area quite a bit.

    When I said "don't do it with triggers" I thought about making the whole thing with triggers by attaching flame model actors at semi-random attachment points. Which is what the actors already are built for, and it would be redundant to make the whole thing with Triggers.

    I'm surprised that using the Queried type TerranFlameSetFire works for getting smoke to show around half health before flames show up though, as far as I understand it that shouldn't happen. But again, as long as you get to the result that you wanted with little effort everything is fine.

    Posted in: Triggers
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    posted a message on Bug with file on sc2mapster

    Something funky is going on with the Sc2Mapster uploads as a whole, most of them aren't available anymore and lead to a 404 page. No idea what's going on.

    It would also be interesting to know who is in charge of the website right now and manages problems that occur, because as far as I know it completely belongs to Curse right now and there is no particular person of the community in charge anymore?

    Posted in: General Chat
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    posted a message on (Solved) How to reduce health bar size

    You can find all the options about changing the Status Bar appearance for a unit type in the main unit actor, the fields are called "UI: Bar Height" "UI: Bar Width" and some other of the UI fields, just look through them.

    Another option would be to check the "Suppress Default Status Bar" flag under Actor: Unit Flags to hide the whole Status Bar of your unit type. You can even add a custom made health bar by using the UI Editor if you want. I wouldn't necessarily recommend that though unless you plan on changing the health bars for all your units.

    Posted in: Data
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    posted a message on Building fire animation

    For flames on terran buildings you should look into State Monitor actors, which are connected to Unit validators to monitor the unit they are created on and change states based on these validators at a set interval. To add new units to go up in flames while on low health go into the Events field of the correct State Monitor (for terran there are for example 3 different monitors for building size, small/medium/large) and add a new UnitCreation.YourUnit -> Create event.

    Another relevant actor type that you can look into is the Queried actor type, although it's not entirely necessary if you aren't using custom built models or models that aren't already used with low HP flames etc.

    edit:
    I know this is the Trigger forum. Since all you have to do is to add one Actor Event per building into the already existing State Monitors I don't care about that though. Don't do it with Triggers.

    Posted in: Triggers
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    posted a message on Music files 0.0 53mb???? how

    Use Audacity or a comparable software to change the audio compression to something more suited to SC2 like .ogg.

    I think .mp3 works too, but I don't think .mp3 is actually free to use technically.

    Posted in: General Chat
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    posted a message on Counter Clockwise Boolean
    Quote from Mugen245: Go

    @SoulTaker916: Go

    Its for my Weather System

    The problem is that there is no such thing as a "Counter Clockwise Boolean". Please elaborate on what kind of functionality you are talking about specifically and I am sure someone can help you implement it.

    Posted in: Triggers
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    posted a message on Blizzard Allstars planned beyond 2013

    Hmm, according to this slide everything past 2013 is long-term, and I think no one would have expected to see an All-Stars release in 2013 anyways?

    They probably aim for summer 2014 right now, so since it is Blizzard I would expect it to come out a couple of months before or after the new WoW expansion. That's all wild speculation though, who knows how big they want to make All-Stars and how much time it will take to develop. Maybe it's an actual long-term project aiming for 2015-2016.

    Also Sixen, don't be sad. Blizzcon is almost here and I'm sure they will show a ton of All-Stars information to feed your desires ;)

    Posted in: Heroes of the Storm
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    posted a message on Skillshot's missile actor lags behind its missile

    You don't have to create it, it is a Damage type effect that already exists :)

    You can add it into the Set effect you already created. By the way, you can also come into the #SC2Mapster IRC channel on freenode to ask questions if you want to, it's usually faster to help there.

    Posted in: Data
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    posted a message on Skillshot's missile actor lags behind its missile

    There should already be an effect that is called "Suicide" built into the default data assets (also make sure your Destroy Persistent fires on the "Source Unit" Target Location).

    Posted in: Data
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