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    posted a message on Fog on lowest cliff level [SOLVED]

    You just need to change the height level of the fog.

    Boot up the Data Editor and goto Terrain Types under Terrain Data. Choose the tileset you're using and then scroll down to the Fog section. You can mess around with the Fog Falloff and Fog Height fields to get what you want. Fog Height determines the height at which the fog starts (the layer basically), Falloff adjusts the vertical height and Fog Density deals with the thickness of the fog.

    Got no clue on what the Distance fields are for though.

    Posted in: Terrain
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    posted a message on Terrain Textures - Help!

    Just boot up the data editor and goto Data -> Edit Terrain Data -> Terrain Types and replace or delete textures that you want/don't want in your map under the Textures - Blend+ field for the terrain set you're using.

    There's a limit of 8 textures though, so you can't have ALL of the textures on the same map. Not sure if there's a workaround for this since I think the limit's hardcoded.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #99: Do that Doodad 4 - Space Platform Vents

    A ZOCOM decontamination operation deep within the Californian Red Zone...

    Posted in: Terrain
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    posted a message on 'Frozen' after jumping

    Basically, I've altered a few things around with SCMapper's Simple Leap (http://www.sc2mapster.com/assets/simple-leap-function/) to make a jump ability.

    Here's how it pans out: I'm using Raynor's Grenade ability as a dummy for the player to use to select where they want to jump to. A validator for the effect prevents you from jumping up cliffs or on ramps, but you can jump down them or across flat terrain. The jump looks...fine visually but the unit that jumps simply gets frozen right after they land. You can still queue orders, target abilities and whatnot, but the unit will not do anything at all.

    Note: The ability doesn't have to be Raynor's grenade, but just for the sake for simplicity I used it instead. Mind the messiness of the triggers. Although it seems to be I'm not too sure if it's MUI as well.

    Posted in: Triggers
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    posted a message on HotS Beta Update #5

    NOOOOO...

    My beloved warhound. Curse you blizzard!

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #95: Unorthodox Bridges

    This doesn't really "feel" complete, but here it is anyways.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #89: Micro

    The World That Never Was from KH2, SC2 style.

    Or more specifically, the Castle That Never Was. I couldn't find any good substitutes for parts of the castle's towers, so bear with the untextured cones and cylinders. Also, the Memory Skyscraper is in the wrong location but oh well..... XD

    Quote from TheHolyArk: Go

    A human town within a crystal ball toy. Have fun playing with it!

    That looks really good! Nicely done mate.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #86: Floating Islands
    Quote from Scbroodsc2: Go

    Am I right?

    Nope. It's....

    Quote from Phenom36: Go

    Feel good inc by gorrilaz??? :D

    DING DING DING DING!

    Quote from Kanitala: Go

    I LOVE the doodad built tower you have there :)

    Thanks. I probably could've done it better if I used a few Aiur building doodads instead though. The Feel Good tower looks abit wierd near the top because of those funky windows hah. Blizz really needs to add a function to skew models without having actually edit the model itself.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #86: Floating Islands

    +1 internets to whoever finds out what I based this on.

    The black line thingo is the map border clashing with the skybox. Dunno why it's like that though.

    Posted in: Terrain
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    posted a message on Multiple Unit Portraits/Soundsets

    Never thought about using neural as one of the ways.

    Cheers guys, I'll give it a try.

    Posted in: Data
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    posted a message on Multiple Unit Portraits/Soundsets

    What the title says.

    What I want to do is make a marine have different portraits (I'm currently using the DT as a template so there's only two different portraits) and sound sets but all of these variants are still the same unit. Sounds confusing?

    Basically:

    Marine (Base unit)

    • Can use any of the following portraits (chosen at random when marine is spawned): Marine2, Marine9, Marine11
    • Can use any of the following soundsets (chosen at random when marine is spawned): Marine (default voice), Marauder (1st alternate), Reaper (2nd alternate)

    So essentially when the marine is created the first time, you might end up with a marine that uses the default Marine soundset and uses portrait 11. The second time you create it, it'll perhaps use the Reaper's soundset instead and have portrait 2 and so on.

    The current workaround I'm using is based on having duplicated versions of the DT changed to become marines (these "duplicated" marines have different soundsets). I then altered it so that their Selection Alias is set to be based on the Marine so that when you double click the duplicated marine, it'll group both the standard Marine and the duplicated DT-based ones (like Mercernaries in the campaign).

    This can get messy with triggers and clutters up the editor, so I'm just wondering if there's an easier alternative to this. Or more importantly whether it's actually possible or not to just have one unit be able to do this.

    Oh, and this 'marine' isn't getting trained from a barracks or anything. It's just spawned by triggers.

    Posted in: Data
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    posted a message on Flying ships

    Take a look at the Hercules (Lander, Flyer) and Hercules (Lander, Landed) units (make sure you load the campaign dependancy).

    You can also take a look at the Loki battlecruiser but I don't think it has a land ability for it, only lift-off.

    This is in the wrong section btw.

    Posted in: Data
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    posted a message on [Official] Heart of the Swarm Update
    Quote from Taintedwisp: Go

    Collosii are not really a problem to get rid of for zerg any more, and never were for terran,.

    No way lol... You don't really see mech in TvP because it gets hard countered by robo so hard that it's not even funny. So basically it's almost always bio (with tanks, vikings or ghosts thrown in). Vikings are great, but they aren't going to win you a fight every time; there are Stalkers and HTs in the deathball too. So the only options are to stop P getting into lategame by non-stop harass or all in.

    I'm glad that mech is getting a buff at least though. With the Warhound and BH it should be more viable instead of having to go bio in every game. Still, lategame P is getting even better while T is getting more early/midgame buffs. Why not simply nerf T early/mid slightly and buff lategame instead?

    Quote from Taintedwisp: Go

    but is terrible vs Mutas

    Er...no. They're bad against Corruptors and Vikings. Not mutas. Not at all.

    Quote from Taintedwisp: Go

    plus they are not cost effective in the least. 150/100 is a bit much for AA thats not all that great.

    Stargate tech is piss poor atm, that's true. But the Tempest is pretty much that long ranged anti-air and anti-ground unit P have always been asking for. With 22 range, I don't see why P players would be missing the Carrier. It may attack slow, but it lets you kite to your hearts content against Vikings. You won't see that happening with a BC.

    I do hope Blizz will actually do something about TvP instead of just acknowledging that there's a "problem" with it. It's still early and things will change, and this is one of the changes that I hope isn't kept.

    Posted in: General Chat
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    posted a message on [Official] Heart of the Swarm Update

    Tempest, the new protoss brood lord...great. As if Collis aren't enough trouble already. -_-

    Warhounds seem like Zone Raiders from Kane's Wrath.

    Posted in: General Chat
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    posted a message on Weapon that auto targets own units

    You can easily do this through data.

    Just choose the weapon that you want and make sure that the field Weapon: Allowed Movement is set to Moving. You also need to make sure Weapon: Options + has the flags Only Fire At Attack Target and Only Fire While Attacking is unchecked (if it isn't already).

    Don't forget to add in an angle for Stats: Arc as well; i.e put 360 if you want your unit to be able to fire on the move while attacking units in any direction if your unit doesn't have a turret for its weapon.

    Posted in: Data
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