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    posted a message on Terrain deformation follows unit

    it works! thanks.

    however a new problem appeared :( my so-called solution to my first problem doesn't seem to work (it seems random, sometimes the crater is created at the impact point, sometimes at the unit firing the missile, sometimes at both!). any idea what I could try?

    Posted in: Data
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    posted a message on Terrain deformation follows unit

    solved problem #1 - I added a "at TargetOuter" term to the events. not sure if it is the best solution but it seems to work.

    any idea for the rest?

    Posted in: Data
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    posted a message on Terrain deformation follows unit

    I followed this tutorial http://www.sc2mapster.com/forums/resources/tutorials/895-data-terrain-actors-how-to-do-live-otf-terrain-deformation/ and managed to get it working but there are 2 small problems.

    1- in the tutorial it creates the crater where the baneling explodes because the deformation is created at the source unit and not the impact point. In my case, I use a missile so it creates a crater where the shooting unit is and not at the impact point. how2fixplz?

    2-after the terrain deformation actor has been created (under the shooting unit), it follow the unit if I move it around! how do I destroy the terrain modification actor after creating it? (in the events, I know I should choose "destroy" but what msg type should I use?)

    thanks in advance!

    Posted in: Data
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    posted a message on Noob question about AI harvesting

    well, that was even easier than I thought. if someone finds this thread in the future and has the same problem, don't forget to set the player as a computer and controlled by the AI, do not leave the values by default or it will not work!

    thanks to you two for the help!

    Posted in: Triggers
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    posted a message on Noob question about AI harvesting

    I am making a kind of rpg map in which the player can come back to a base, controlled by the AI. the AI doesn't do anything except shoot at stuff attacking it's bunkers and harvest minerals, so I deleted the "start melee AI" trigger (because else it would be making other things eventually). I am desperately trying to make it's scvs harvest the minerals and use the refineries in front of the CC... I literally never managed to do that, even though I looked at campaign maps and all. is there a simple way to do that? :s

    thanks in advance.

    Posted in: Triggers
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    posted a message on (Solved) Question about Site Operations

    What a HUGE bummer... thanks for your answers though!

    Posted in: Data
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    posted a message on (Solved) Question about Site Operations

    Hello First, sorry if my thread isn't very clear, English isn't my first language, and I had no idea what to put in the title of the thread.

    Second, I have a problem with site operations. I have followed the tutorials to create an Uberlisk and I succeeded at creating one, so I thought I'd try to create my own cool hero zerling with tons of attachments; but I noticed a problem that is very annoying (and somewhat hard to explain): I have added several mini spine crawler on my hero zergling's back, but when I try to fine-tune their position using site ops, the zergling model in the terrain editor doesn't get updated. I have to delete the zergling from the terrain editor and place it again to see where the spine crawler I was moving around now is. It is obviously very annoying and difficult to deal with when doing fine tuning (erasing and replacing the same unit everytime I try to move an attached model by 0.1 is tedious!).

    I've also checked lots of other maps (from the Uber contest, to the Themed Creature Contest, or even the Uberlisk from the tutorial itself etc) and tried to move some attached models, and saw that the unit is not updated in real time in the terrain editor (I have to erase the unit and place it again to see the updated version with the model-I-tried-to-move in the terrain editor).

    I have memories of the editor updating units in real time in the past... did Blizz get rid of it? or is it just my editor trolling me? or is there somewhere a setting I accidentally changed? (I want to stress the fact I have checked the creations of other people to make sure it wasn't me doing something wrong; the problem occurs in every map I tested).

    Thanks in advance.

    Posted in: Data
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    posted a message on (Solved) Problem with textures

    @DrSuperEvil: Go

    it works! after checking the creature contest, I realized it was simpler than I thought, lol. thanks.

    Posted in: Data
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    posted a message on (Solved) Problem with textures

    Hello, I have created a unit with different models attached to it (a corruptor, a karak, etc, via site operations). Is there any way to change the textures of the attached models?

    I have already managed to change the texture of units, but I dunno how to change the texture of an attached model >.<

    thanks in advance.

    Posted in: Data
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    posted a message on Turret sound

    @DrSuperEvil: Go

    great, it works! thanks! I have a small unrelated question, if you don't mind helping me with it too.

    I have created a hero roach, everything is fine with him, but there's a weird glitch about him. in the actor of the unit, in the UI: Hero Icon field, I put the roach unit icon. the problem is, half of the times I test my map the hero portrait (in the bottom right hand corner of the screen) appears grey! any idea why and how I fix it?

    thanks for your help so far!

    Posted in: Data
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    posted a message on Turret sound

    @DrSuperEvil: Go

    Like I said, I have copied every fields that can contain a sound effect from the photon canon action actor to my turret's action actor (and just to be sure I tired again just now, closely checking the fields you mentioned. I only copied the values of the fields that can contain sounds of course, not the others so my actors are linked correctly) and the problem remains... the photon canon's sound play just fine, but not my turret's!

    I have followed the tutorial in my OP for 2 other turrets, and all turrets have the same problem... I think the tutorial simply overlooks one step at one point >.<

    is it possible, in the worst case scenario where we can't find the problem, to fix the sound problem via events? (I'm a pretty big noob with events so I might be totally wrong, but for example, when the missile model is created, play a particular sound effect?)

    Posted in: Data
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    posted a message on Turret sound

    hi everyone, I am making a turret, and right now it's working perfectly, but I noticed something funny : when it fires (launches the missile), the turret doesn't make any sound. however, the missile launch sound is done when the missile hits the target and the damage is dealt instead of when it is fired.

    I admit I'm a bit lost here. http://www.sc2mapster.com/wiki/galaxy/tutorials/data-editing/unit/from-scratch-unit/ I created my turret using this tutorial, and there is an extra part for the sound. I followed it and it gave me that delayed sound problem...

    I tried copy/pasting the values (Damage Map - Sound, Impact map - Sound ; Launch Assets - Sounds, Launch Sound) from the photon canon's attack actor but it didn't fix my problem... I must have missed something somewhere.

    thanks in advance.

    Posted in: Data
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    posted a message on (Solved) Burst fire weapon

    thanks for your help. I still can't get it to work, I think I'm doing something wrong in the events.

    Quote from TheAlmaity: Go

    Effect.(Your impact effect) -> At Effect (right click the event, then press "add term") -Create

    when you say " Your impact effect", do you mean the damage effect?

    edit- found it! yes it is the damage effect. it works perfectly, thanks again!

    Posted in: Data
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    posted a message on (Solved) Burst fire weapon

    @TheAlmaity: Go

    took me some time but I got it working! I did try to look at how the banshee worked, but I missed the "persistent effect" thing :p thanks!

    edit - unrelated question, but my turret fires a missile that explodes on contact. I want to change the color of the explosion to, say, bloody red. is it done in the events? the missile's events or the attack actor events? or is it done somewhere else? thanks.

    Posted in: Data
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    posted a message on (Solved) Burst fire weapon

    Hi everyone I am making a turret. Right now, it's fully functional - has a missile, sounds animation etc, but I'd like it to fire three times in a short amount of time (similar to a 3 round burst fire weapon). I have searched the forums but couldn't find an answer. can someone help me? thanks.

    Posted in: Data
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