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    posted a message on Turning models

    I actually really want to thank you for this thread. One of the things I want to know how to do, is get a unit to lay on its back. I haven't tried this yet but I think it will come in handy.

    Posted in: Data
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    posted a message on Change Team Color Without Changing Minimap Color

    Heya. Basically I want to know how to change a unit's color in the same way that changing team color works. But without altering the unit's color on the minimap. I already know how to change its color via Events.

    Setting its team color is perfect, but team color changes its color on the minimap. Setting its tint color doesn't change it on the minimap, but it tints the whole thing rather than just colors it like a team color.

    Basically I just want a zergling to look like a red player zergling, but preserving its owner's minimap color. Is that possible?

    (Not too important. I may just lock the color red and just make that player the red player anyway.)

    Posted in: Data
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    posted a message on How do I open threads at the first post?

    It's been like that for me too since I first started browsing here. (Never knew there was a blue/black theme!)

    Posted in: General Chat
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    posted a message on Which textures look better?

    Thank you! I liked the first one better at first too, then I wasn't sure for a while, then I liked the first one better again. Thanks for helping!

    Also, I'll have to look into how to change textures. That could be a help too.

    Posted in: Map Feedback
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    posted a message on (Solved)Doodads not showing up in-game

    The actor is ValhallaBaseDoorDoodad. In the Actor tab, I removed the footprint and unchecked CActorBearingsAddToProximitySystem. In the Art tab, I changed CActorModelScale to X: 0.4, Y: 0.1, Z: 0.5. All other relevant data should be default.

    I removed the footprint because I painted the whole map with No Building pathing, and I thought maybe that was the problem. But that doesn't seem to be it. Giving it a 1x1 footprint doesn't fix it.

    My shaders were on high. I set it to ultimate and it still didn't show up. Same with lighting. Ultimate, still no show.

    EDIT: I can't find anything that says render priority (except for minimap rendering.
    (Basic) Art: CModel_Priority: 32?

    EDIT:
    ..........

    Re-checking that checkbox for CActorBearingsAddToProximitySystem fixed it... The description doesn't say anything about requiring that checkbox to be seen in the world.
    "Controls whether this actor can be interacted with using the cursor and whether it can be found by other actors performing an area search."

    Unless "area search" is what allows you to see everything that isn't grounds or walls.

    Posted in: Terrain
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    posted a message on TIL: Locals Aren't Persistent

    Ooh, that's a great idea too. Thank you.

    Posted in: Triggers
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    posted a message on (Solved)Doodads not showing up in-game

    Heya. I needed to make bedrooms/sleeping quarters for the map I'm working on. The only thing I could find suitable for that was Valhalla Door. I edited its data to shrink it down to the size I needed, and then placed a bunch of it the way I needed. Shrinking the doors of course since they needed to be shorter.

    I'll attach a screenshot of them to this post.

    When I run a test of the map, however, they all disappear. I've tried editing them and checking the checkbox to not care about placement, tried removing their footprint, tried placing a lone one that isn't touching any other of them. Nothing seems to work. They're just not there when I run it.

    Does anyone know what's going on?

    Posted in: Terrain
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    posted a message on Make units/doodads block attacks from other units?

    This may be reviving something long-dead. But I came across it while googling and I may have an idea.

    You said you already have a validator that successfully makes it so you can't attack if you try to target something through the wall, right?

    What if you could add something that gives the unit a move order when you target something in the room?

    You'd just need to make sure that the validator is working correctly, and that it doesn't stop you from attacking if you're in the same room as your target.

    EDIT: Or like DrSuperEvil said.

    Something like this perhaps?
    http://www.sc2mapster.com/media/attachments/38/807/order_move.png

    (You'll have to go through and rebuild the trigger yourself. This is a proof of concept.)

    Duplicate the stuff inside the NOT and the AND conditions for each region you're checking for.

    You're basically making sure the triggering unit is not WITHIN a region, and that its attack target is WITHIN the region. If so, you issue the unit a move order to the same place you tried to attack to.

    You may need to duplicate these conditions further to make sure units WITHIN the region can't attack units NOT WITHIN it.

    EDIT: You may have to manipulate it further so that it won't go off if the triggering unit and the target are on either side of the doorway.

    Posted in: Data
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    posted a message on Evolutionary Algorithm

    I was gonna say, you can make it multiplayer (like 2 players at most or something) and have your AI's current approach to army types spread like a virus through players. Not necessarily each player having their own AI, so much as each player spreading their AI's improvements to another player when they play with them.

    Posted in: Map Feedback
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    posted a message on Which textures look better?

    I'm making an installation that will need to be guarded/patrolled/defended/etc for my map. I used the Meinhoff texture set because I want it to be on an alien planet and I think that texture set fits best, with the purple rockey texture and the moonlike craters texture there.

    So it looks like there are only two textures in there that I can use for the installation itself. Well, three technically. I used concrete for the outside area within the outer walls. And then Meinhoff Grating or Meinhoff Panels for either the floor or the "walls".

    Which do you guys think looks better?

    Posted in: Map Feedback
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    posted a message on Marine radio transmissions?

    Ooh, thank you. The static_sweeten 04, 05, and 06 files really sound a lot like the Terran radio clicking. And that spaceman plugin looks (according to a youtube video I watched for it) really useful too. I'm getting so much helpful stuff from you guys. Thank you!

    I wonder if there's a way to generate a continued stream of that kind of clicky sound without it sounding like it's obviously a sample being repeated. Maybe some cut/copy/paste layering and fading trickery.

    Posted in: Audio Development
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    posted a message on TIL: Locals Aren't Persistent

    If I understand you correctly, you're running a loop in a function to preserve the local variables. You call the function, and the loop starts and checks conditions and keeps looping. That instance of the function continues to exist while the loop is going, and the local variables to that function get preserved. Then when you don't need them anymore, you can let the loop end, the instance of the function is destroyed, and the local variables are destroyed.

    That seems really elegant. The programmer in me didn't like the idea that I was using a global variable that I may only need a few times. But it was the only solution I saw.

    I haven't tried messing around with functions in the editor yet. I've just been using data for everything, and triggers for what the data can't do.

    Would the function run in its own thread so it doesn't block anything while it's looping? Or I suppose a trigger could call it. Triggers can run asynchronously I think. (The action to run a trigger can let execution of the current trigger continue without waiting for the other trigger to finish.)

    Posted in: Triggers
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    posted a message on Give Scientist a Gun?

    Would you still be able to get the varying scientist looks if you did that? I'm still not sure if I want the scientist look to be random or one constant one. But it would be nice to keep the option open.

    Don't the civilians have different shaped clothing on their model?

    Edit: If there's no easy way to do this and I don't get anyone when I request it, it'll be no big deal I suppose. I'm going to be using the scientist as the player character of a macro player of sorts in the map I'm making. There will only be one scientist, so it won't go against what I'm doing too badly if he has to rely on the fighting units/players to protect him. If he dies, he'll respawn as a marine, but his team will lose a significant advantage in map vision, since only ranking officers will get shared vision of their teammates. (I renamed the scientist to Lieutenant.)

    I like the scientist best because he looks very ranking officer-ish. But I can take a look at the civilians and see if they'll work too.

    Posted in: Miscellaneous Development
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    posted a message on TIL: Locals Aren't Persistent

    I was having trouble with a trigger activated by an event that occurred more than once. I'm new to the editor.

    Through analyzing my code, dropping in text outputs to see what some of my variables are when they're used, and a little luck, I learned that an important variable or two that needed to be different every time the trigger ran were the same every time the trigger ran.

    That's when I realized that local variables are destroyed when the trigger ends, and created with their initial values again when the trigger starts again.

    This is a heads up for anyone else who might be having problems caused by their local variables. The increments you do will disappear when the trigger is finished. You have to use global variables, as far as I know, if you want your increments and changes to be saved when the trigger ends.

    EDIT: In a way, then, a trigger is like a function. Variables in its scope are only there for that one shot that it runs.

    Posted in: Triggers
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    posted a message on Marine radio transmissions?

    Ooh, those are excellent. Particularly the clicks/background static and that plugin. I can use the clips I cut already for start and end. It was the background static that I couldn't get right.

    These will help a lot, thank you!

    Posted in: Audio Development
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