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    posted a message on Problem with portrait in a transmission

    @SoulFilcher: Go

    I had checked it, of course. All campaign transmissions are made with "Send transmission (Campaign)" action requiring Story library and using Conversation lines which seem to have discouraging structure and settings. I hope there is an easier solution. Unit portrait in the game is OK, but the addition (unit model) is not drawn in cinematic portrait window. Kind of strange and stupid bug...

    Posted in: Triggers
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    posted a message on Problem with portrait in a transmission

    Any help would still be appreciated...

    Posted in: Triggers
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    posted a message on Ability and Action actor: problem with animation

    Well, I don't want to create Action actor. I just thought it was necessary to make proper animations. I would be happy to avoid this torture of working with it, but I don't know how.

    In fact, the situation is very simple. My ability (looking like Firebat attack) searches enemies in a cone in front of the caster and deals damage. As for mechanics, it is working very well (damage is dealt, DoT is applied, small flames appear at the victims). The only thing I need now is to create a flame attack model in front of the caster (when he uses the ability, even without enemies nearby) so that this flame faces the target point of the ability.

    Posted in: Data
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    posted a message on Ability and Action actor: problem with animation

    @TheSC2Maniac: Go I followed your advice. Still the same problem. Everything is fine if some unit is damaged by the ability and no flame animation if there are no victims.

    Posted in: Data
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    posted a message on Ability and Action actor: problem with animation

    @TheSC2Maniac: Go Do you have an idea how to solve it? How to make Search Area Effect (launched by ability) trigger the Action Actor? Search Area Effect is already placed to Events+ and effectAttack (token) fields of the Action Actor.

    Posted in: Data
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    posted a message on Ability and Action actor: problem with animation

    I created an ability looking like a single Firebat attack requiring unit or point as target. I even managed to arrange the animation (attachment points and flame model) by duplicating Firebat attack Action actor and changing some settings. But the flame and animation don't appear if the ability doesn't find any target (if there is no victims). What can be the reason? Advanced work with data is still a nightmare for me. Can anyone help or give me a link to a good tutorial on Action actors or so where I can find the answer?

    Posted in: Data
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    posted a message on Save/Load in an arcade map

    @TyaStarcraft: Go Thanks. This is better than nothing.

    As for saving in online games, there can be single-player maps requiring much playtime. Is there an easier way to create them offline than disabling Internet connection before running the game? I can not find one. If it's the only way to start an offline game, absence of Save/Load option creates an inconvenience for the user. Does Save/Load option mess something up? :]

    Excuse me for adding more questions, but it may be good to gather all experience in a single thread. Autosave in an arcade map will not work even offline?

    Posted in: Miscellaneous Development
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    posted a message on Save/Load in an arcade map

    @Ahli634: Go Thank you. As for replay record and resuming game via Take Command option, the answer is the same?

    By the way, could anyone give me the link to Blizzard's explanation of their decision to remove Save/Load feature? I want very much to learn their motivation.

    Posted in: Miscellaneous Development
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    posted a message on Save/Load in an arcade map

    I failed at searching, but I don't believe that there is no information. So excuse me if this question was already discussed multiple times. Well, is it possible to enable Save/Load Game in one's own arcade map? If yes (if no, I consider this as Blizzard's spit in the player's/mapper's face), how can I do it?

    Posted in: Miscellaneous Development
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    posted a message on Problem with portrait in a transmission

    No one experienced such problems?.. Hard to believe. :] My English is not perfect, so I would like to reformulate/clarify/complement my question. This is the trigger action:

    Transmission - Send transmission to (All players) from (Lasarra (Unit) [32.60, 33.62]
    with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Lasarra"
    and message "CINEMATIC PORTRAIT" using (Cinematic portrait at Center Left)
    playing Talk (Set To 20.0 seconds, Wait until it finishes)
    

    The result is on the attached screenshot. What can make the game use this distorted portrait (on the left) instead of normal unit portrait (on the right)?

    Posted in: Triggers
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    posted a message on Problem with portrait in a transmission

    I'm trying to make a transmission from Lasarra with cinematic portrait (big portrait in a "window" like in campaign missions), but it only shows kinds of shit instead of her face, doesn't matter what is chosen as transmission source. I found the actor "Lasarra Portrait" of type "Composite Portrait" as well as models "Lasarra Portrait" & "Lasarra Portrait Addition", and I can suppose that her portrait is composed of a background and the character model, and that's the cause of my problem. But her in-game portrait (normal unit portrait) is alright, and if I choose "Game portrait" in transmission options, the portrait is OK. But how to get this normal portrait as "Cinematic portrait"? I'll appreciate if someone guides me a little.

    Posted in: Triggers
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    posted a message on UI - Custom Unit Info Area?

    I still prefer cost-efficient necroposting... Is there a way to remove "Current harvesters:" and "Remaining:" from resource's info panel?

    Posted in: Data
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    posted a message on (Solved) Harvesting without Return Cargo

    Could someone please hint me where to find settings related to the return of harvested resources? I need to remove the necessity of returning from Harvest ability so that unit might gather resources on its own without returning them to any Command Center or so. I don't manage to find anything but "Return Cargo" command and button.

    Update: As it often happens, after thread creation I accidentally found by myself a solution convenient enough for me. And it's extremely easy. Every unit has a field "Behavior: Resource Drop Off +" (I found it on Command Center). On my harvester unit I checked Minerals there, and now it simply returns gathered resources to itself. Genius is simplicity.

    Posted in: Data
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    posted a message on Disabling right click to move

    Sorry for necroposting, but is it possible to disable "right click to move" only for one unit while keeping its general ability to move? I have a neutral unit which moves automatically (following its needs :) ). Player can interact with this unit like with Xel'Naga tower (the unit has "Capture tower" ability) and use some abilities. But the player must not be able to move this unit. How to deal with it?

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to change wireframe color without extraction?

    @RedeyesFrenzyDragon: Go

    Could you please precise the fields to modify? There are only "Wireframe Shield Color", "Status Colors" and "Vital Colors" which seem to be possibly effective, and I tried almost everything, but the wireframe color still depends on unit's health.

    Posted in: Data
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