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    posted a message on Placement reacting to power levels?

    Heya guys. Is it possible to be placing a unit, and to have the placement model react somehow to whether or not it's within a power field, beyond just "yes" and "no"?

    Like if it needed to be placed within a certain number of power fields, could a text or image be attached to the cursor saying how many power fields it's in and how many it needs to be in while placing the unit?

    As far as I can tell, it's not possible, because unit placement designates a model, not an actor.

    Posted in: Data
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    posted a message on Footprint for structure not turning

    You'll have to duplicate the unit (and maybe its actor too), set the new rotation, and give it its own footprint. Also, turn off 'turnable' to make sure the unit is always placed at the rotation you specified. If turnable is on, I'm pretty sure it's placed at random rotations.

    Posted in: Data
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    posted a message on Bug (Training spawns 2 units and costs for 2 units)

    Examine your Train ability for anything out of the ordinary. Within each command for which unit to train, there is an array that can specify one or more units. Maybe you have two units specified or maybe there's a field in there somewhere that says how many units to make.

    It's possible that you duplicated the train command for Zerglings or something and you're getting two units because it's doing whatever it does when you train a Zergling and get two of them.

    Can't give a better reply right now, but maybe that'll set you on your way.

    Posted in: Data
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    posted a message on Footprint for structure not turning

    I don't think footprints can turn. You'll have to make a new footprint for the angled version of it.

    Posted in: Data
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    posted a message on [Solved]Add team color to a texture? (In GIMP/Blender)

    I'm not a student. Can non-students still use it for three years?

    Posted in: Artist Tavern
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    posted a message on Ability switch target modes? (Real or simulated)

    I haven't tested it. I read that you can only have 4.

    But I figure I can use requirements to show/hide buttons depending on what behaviors the casting unit has. A dummy ability can apply a behavior, and the requirements can kick in and show/hide buttons to simulate a fake submenu. I could even put in a dummy ability named "Cancel" and make it a smart command, so right-clicking could exit the fake submenu.

    That's what I'm thinking anyway. Theoretically it should work. But I'll know for sure when I try it.

    Posted in: Data
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    posted a message on Need help installing PrintIn's Blender m3 export/import addon (Solved)

    Put the 'm3addon-master' folder in %appdata%\Blender Foundation\Blender\2.69\scripts\addons\

    Then in Blender, go to File > User Preferences > Addons tab.

    Under Categories, click the User box. (This isolates addons made by users.)

    Find the one that says "Import-Export: Importer and exporter for Blizzard's Starcraft 2 model files (*.m3)"

    Check the checkbox next to it.

    You should now be good to go!

    If it didn't come in a 'm3addon-master' folder, double-check that you downloaded this one. https://github.com/flo/m3addon

    (It's been a while since I installed it myself. There was a lot of trial and error involved. But if I remember right, these instructions should work.)

    Posted in: Artist Tavern
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    posted a message on Ability switch target modes? (Real or simulated)

    Oh damnit, you can only have four submenus too?

    This is going to get tricky...

    EDIT: Or I can just hide/show buttons as needed to simulate having submenus. That should be easy enough.

    Posted in: Data
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    posted a message on Make the cooldown of an ability go faster if the player has few workers?

    Oh shoot, I didn't even think of that.

    Another possibility is what I mentioned. Modify Unit effects to add-subtract from the cooldown of that ability. But to get a consistent cooldown graphic, I think you'd have to apply the effect at the precise moment that the ability is used.

    I've never tried this myself though, so you'll have to investigate Modify Unit effects yourself.

    I'm also not sure which way it works. I don't know whether it temporarily modifies the cooldown one time, or permanently modifies it for that ability. You'll have to test.

    Posted in: Data
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    posted a message on Make the cooldown of an ability go faster if the player has few workers?

    Try this:

    Duplicate your calldown ability so you have three of it, but give each of them different cooldowns. Put three buttons on the command card for them, but in the same spot. Make three requirements that return true for the different numbers of SCVs you want. Put these tests under the Show section of the requirements. Then make each ability use the requirement that you want it to have.

    EDIT: There are also effects that can change cooldowns. (Modify Unit I think.) You could try those too.

    Posted in: Data
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    posted a message on Ability switch target modes? (Real or simulated)

    Heya, I'm trying to figure out how to make an ability, but I can't even figure out where to start with this.

    It'll be an ability that can place a unit. But I'd like it so that when you're in targeting mode, you can right-click and it changes what unit you're going to place, rather than cancels the ability.

    Is there any way at all to achieve this? Maybe by having cancel somehow start targeting mode for another ability? Maybe by attaching the placement ghost to the mouse cursor and having a command-card submenu button that smart-activates on right click? I don't know if any of these things are possible, or how to do them if they are.

    It really should avoid using triggers, because players will be using this constantly. Catching right-clicks with a trigger would mean that all players are constantly generating network traffic.

    EDIT: I'm pretty sure this is physically impossible to do. But I think I have an idea for a workaround. I'll just have to use a submenu in the command card so that the player chooses to use that particular ability and then chooses which unit to place in the submenu.

    Posted in: Data
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    posted a message on [Solved]Add a Physics Body using Blender?

    Oh my god, it works! Thank you!

    Sorry for getting frustrated about it.

    Posted in: Artist Tavern
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    posted a message on [Solved]Add a Physics Body using Blender?

    Sorry, I'll try that.

    So do you make the bone into the shape that you want the physics object to be? I've never used Blender before I made my other thread about adding team colors to textures.

    Posted in: Artist Tavern
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    posted a message on [Solved]Add a Physics Body using Blender?

    I did what you said, but nothing appears.

    You can tell Blender was made by open source programmers with no input from designers...

    This is frustrating. How difficult does something so simple have to be? How do you design a 3d editor that can't put a f*ing shape in?

    Posted in: Artist Tavern
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    posted a message on [Solved]Add a Physics Body using Blender?

    How can you add a physics body to a model using Blender? I'm using println's m3 importer/exporter.

    When I import and then export the Mar Sara Bridge, the mesh used as a physics mesh is preserved and units can still walk on the bridge.

    But when I import the War3_CityLowWall model, add a plane or a flat cube, check the box to make that used as a physics mesh only, and then export it again, that mesh is not exported. Only the mesh it started with is exported, so it seems impossible to export a physics body in Blender.

    Posted in: Artist Tavern
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