Since Update 1.5.0 it has been replaced by the Cutscene editor, if I'm not mistaken. However, you can use the Cutscene editor just like the Previewer.
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Nov 26, 2012_ForgeUser8171756 posted a message on [Data, Actor] [Events + Message] Texture Select By IDPosted in: Tutorials
Aug 18, 2012Posted in: Map Suggestions/Requests
- Model: Hybrid Destroyer (Ranged)
- When ever it build it uses his Spell animation. (The one when he uses his hand)
- Should have the blink ability
- T1: Probe (Dark maybe)
- T2: Marine (Maybe Merc)
- T3: Stalker (also dark maybe)
- T4: Roach (with visual upgrades, movement speed and burrow move)
- T5: High Templar (maybe dark, and uses default attack animation and attack)
- T6: Marauder (Kill squad skin)
- T7: Hydralisk
- T8: Sentry (Dark perhaps)
- T9: Siege Tank (Maybe Merc, Sieged)
Aug 4, 2012Posted in: Triggers
I do not know enough about camera's, but about problem #2. There is an loop called: "For Each Unit in Unit Group" in the section Unit Group. Then click on (default) Last created units, then search for: "Units in Region Matching Condition". You can choose which region and other stuff. You can even set a maximum number of units. The only thing you need to do is, make a (local) variable. To temporarily store the unit currently within the loop. It should look like something like this: (See attachment)
Jul 17, 2012Posted in: Miscellaneous Development
I think you should not use any portrait thing, but attach the gun model on the player. And for answering your questions, 1: i have no idea. 2: What I said above, don't use the portrait system, make it an model or something, attach it on the player and profit ;)
Jul 7, 2012Posted in: Requests
I don't know if this is the right place to ask. But...... I was wondering if anyone could help me out. I tried converting myself, but it went continuously. Also, if everything worked good, I attached all the files you might need to convert the model to a SC2 model.
Thanks in advance, MrGliath
Jan 30, 2012Posted in: Miscellaneous Development
Go to ability tab (Data Editor) serc for Merc Compound - Summon Mercenaries.
Then look for "Ability: Info +" (if you don't see it, press Ctrl+Shift+N and search again)
The you'll see a list of summonable units from the Merc Compound, dubble click a unit, scroll down until you see: "Info - Charge - Count (max)" this field changes how many times the unit can be summoned, (Start) is with how many you start, (use) is how many charges you use, when you use it (:P) (Setting the charge to 0 will will remove the charge things (unlimited) )
There is also "Info - Charge - Time Start" (/Use) change these, and the charges will refill. (Should you choose to use charges)
When you scroll a bit more down, you'll see "Info - Cooldown - Time Start" this setting has the ability to start wit ha countdown.
The "Info - Cooldown - Time Use" will set a cooldown after each use (setting this to 0 will remove any cooldown after each use)
And finally, in "Info - Unit" you can add units, so if you add 20 more Mercs, each time you use you the specific Unit summon, it will have 20 more ;)
Hope this covers it all ;)
Jan 27, 2012Posted in: UI Development
As far as I know, there are Triggers that will enable you to add content to the Help menu (also remove).
I thought adding a help thingy was the function "Add Cheat" (yea cheat -.-)
Anywayz, good luck ;)
Jan 26, 2012Posted in: Data
I don't have 3DMax, (didn't have a clue what it was, until I googled it :P)
I try to 'paint' the roach spit (ranged attack) blue, instead of green. If the model is flawed, then I should look somewhere else ;)
And about the third quote, I meant there is no texture (in my opinion) that would fit in.
kk thnx for the advice and about the texture swamp thing, I know. I used it already, but I want a specific color of the roach spit. A different texture can't help.
So again thnx for the help, gonna look futher ;)
P.S. About the attach, I want the green to be blue-ish (RGB(100,150,255) would fit perfectly)
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