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    posted a message on Identify the player behind the computer ?

    I don't know. Sure life is a real so it must change very often particularly with regene. But when the player is full life, life doesn't vary.

    Am I wrong thinking the fewer interval on SC2 is 0.0625 s ? It is 16 times per second.

    Posted in: Triggers
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    posted a message on Identify the player behind the computer ?

    Thanks for your answers, I understand better.

    Posted in: Triggers
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    posted a message on Identify the player behind the computer ?

    Hello,

    I have triggered a custom life bar in the UI which shows the life of the player hero, and I am wondering if I need to build as many life bars as there is human players and to show only the good one to the player. Or if I can identify the player behind the computer and react only if his hero life changes. I'd like to avoid to update many bars instead of only one.

    Not sure if I explain well, it is a dark point for me. I wonder what is synchronized between players and what is not. I have seen triggers for a native progress bar and I still don't understand how it works. It seems to not be synchronized, each player sees his own progress bar even if in the triggers there is only one progress bar displayed, so I am a bit lost.

    My custom bar is not a progress bar, it is done with a dialog image and I change his size.

    Actually I don't know how I could show only the good life bar to a player -.-

    Posted in: Triggers
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    posted a message on Items can't be picked

    Great it fixed this bug. Actually I have lowered the map height from 8 to 7. Before I had tried to raise it to 9 and it was worst, no items could be picked xD

    Anyways thanks.

    Posted in: Data
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    posted a message on Items can't be picked

    Ok thanks for the information, and the trick. I will try it.

    Posted in: Data
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    posted a message on Items can't be picked

    Hello,

    I have a bug which prevents me to pick items when they are on a gradient. This bugs occurs for cliff gradients and terrain height gradient. When I right click on an item on a gradient, I can see that the target is the ground under the item. Items not on a gradient work correctly, they are targetted with a circle around them and I can pick them up.

    Any ideas ?

    Posted in: Data
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    posted a message on How to edit the moebius reactor skin ?

    Yes true. Hopefully I don't need the initial texture :)

    Posted in: Data
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    posted a message on How to edit the moebius reactor skin ?

    Quite disappointed that nobody here told it to me, but I finally found the best and easiest way : simply import the texture in a way to give it the same path and the same name in the import window as the original and SC2 will replace it automatically xD

    Mostly it is Assets/Textures/texture.dds

    So it is the same that for WC3. The mapping slot is not even needed, problem solved.

    This article says it all : http://farty1billion.dyndns.org/starcraft%20ii%20graphics%20guide/chapters/24.html

    Bilxor, you can forget your WTF way to do it :p (I know it is not yours, but you gave it to me), but was kind to tell it to me.

    Posted in: Data
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    posted a message on How to edit the moebius reactor skin ?

    I finally succeed to export this texture from the textures pannel.

    Now I try to know wich slot I have to write to the texture item I created, any way to know it ? And why can't I write in the slot field, I can only paste in it without editing it ?

    It says no mapping for slot "main", I don't know which slot to put -.-

    Posted in: Data
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    posted a message on How to edit the moebius reactor skin ?

    Thanks for your answer :) Yes it seems quite hard to do.

    So it brings me now an other question : is there any way to get or edit the original texture ?

    Posted in: Data
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    posted a message on How to edit the moebius reactor skin ?

    Hello,

    I am trying to change the moebius reactor skin. I'd like to give it an umojan skin style. I don't find any texture in the model, I don't know what to do. The name of the model I have found is Moebius reactor.

    Posted in: Data
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    posted a message on [Data] Working with Attachments (Beginner Difficulty)

    Sorry for the double post but 3 days have passed and no news from anybody.

    As nobody answers me, I have tried to understand how to set the missile of the weapons attached to the attachment turret.

    I have noticed that in the tutorial the following is written.

    Quote from ProzaicMuze: Go

    Other Actors

    Create a new Actor named Beam Example Site with Actor Type: Site

    set Host +: Subject > Attachment Turret (I'd like to know if it is the turret or the attachment)

    set Host Site Operations +: SOpAttachWeapon (what is it ? oO)

    open Events + and create the following events:

    Unit Birth - Attachment Bunker

    Create

    Unit Death - Attachment Bunker

    Destroy

    Yet SOpAttachWeapon doesn't appear anywhere else in the tutorial. I have researched this word in all the page and did not found it.

    So I am stuck and the tutorial seems unsuccessfull as it lacks this point very important I guess. I wonder how some made it to work. If I am wrong tell me.

    So what is this SOpAttachWeapon ?

    Posted in: Tutorials
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    posted a message on [Data] Working with Attachments (Beginner Difficulty)

    Hello, thanks for this interesting tutorial :)

    I need a bit more help yet as I think that I haven't understood everything.

    I have attached a wraith to the tank and the attachment is ok. Now I'd like that the tank fires with his canon every 1.5 secondes (easy to do that) and that missiles are launched by the wraith one side after the other (I use the anti-air missiles) every 3 secondes for example.

    Now the missiles are launched together (and they start from the origin of the tank or from the canon of the tank when I put the weapon 01 and 02 as starting point) and only if I attack air targets (I have put "air allowed" not "air required") whereas the canon fires when I attack land targets.

    I'd like that the missiles attack both land and air but the canon only land. And I can't find how to make my missiles start from the two sides missile launchers of the wraith, one after the other.

    I hope that it is not too much complicated ^^

    Help please !!! :)

    Posted in: Tutorials
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    posted a message on How to make Monorail move?

    Hello.

    I have troubles doing what said StragusMapster and NarcoticNite : my monorail always face the south regardless the position of the target.

    I have tried the others SOp and they work fine. The Forward Vector is the only one whith which I have trouble.

    Is there a bug since these posts ? Help someone ?

    Posted in: Triggers
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