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    posted a message on Where the hell can I find the b.net maps download directory?

    Try "C:\ProgramData\Blizzard Entertainment\Battle.net\Cache". (Assuming you're on windows) :)
    There are tools to view the map-list and find the map-file.

    Posted in: General Chat
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    posted a message on Unit Animations per Weapon?

    Current setup (1st attachment) looks like this, a replica of the Marine's events.
    I also had a version (2nd attachment) with tinting to make sure the events actually fire.

    Posted in: Data
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    posted a message on Unit Animations per Weapon?

    @DrSuperEvil: Go

    Yes I'm quite sure. The model I'm using is an exported wow-model, and in the previewer these animations are listed. I'm having the same problem with other models anyway so I doubt that is the problem. Using this method to make e.g. a Zealot dance when attacking doesn't work either, it doesn't seem to override the default animation.

    @BorgDragon: Go

    The reason I named them the same was because that's how the Marine does it. I assumed it creates some kind of scope, and so the AnimBracketStop would end it. I might be wrong though. Anyway, changing this field's value or making a custom value doesn't change the result. The unit/zealot are still doing the default attack-animation.

    I'm familiar with the previewer since I'm looking up the models attachment-points from there. Are you suggesting that I could change the animation-names, or are you just pointing out that I can find the animation list there? I would be very surprised if I could change model-data here.

    Anyway, I'm attaching a screenshot from the previewer:

    list

    I'm using this list as a reference for animation-names: http://www.sc2mapster.com/wiki/galaxy/data/animation-names/

    Posted in: Data
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    posted a message on Unit Animations per Weapon?

    Basically what I want to do is make a unit play different (attack) animations based on the weapon it currently has. So if I add the "Unarmed" weapon, it should play its unarmed animations, same thing for armed and ranged.

    So I took a look at how Marines do something similar with their superior and inferior animations, but trying to replicate this didn't do anything at all for my actor. Is there anything more that I need to look at other than the actor events?

    They currently look as;

    WeaponStart.Unarmed.AttackStart
    - AnimBracketStart Attack Attack,A
    WeaponStart.Armed.AttackStart
    - AnimBracketStart Attack Attack,B
    WeaponStop.*.AttackStop
    - AnimBracketStop Attack
    

    This is how the marine's looks like;

    WeaponStart.*.AttackStart
    ->WeaponTargetElevation GE 20.000000
    - AnimBracketStart Attack Attack,Superior
    WeaponStart.*.AttackStart
    - AnimBracketStart Attack Attack
    WeaponStop.*.AttackStop
    - AnimBracketStop Attack
    

    I also tried to replicate the marines events, making my unit play it's animation when attacking air units. This didn't work either.

    Posted in: Data
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    posted a message on [Library] Realtime Mouse Tracking System

    @johney7289: Go

    Try using show/hide instead of create/remove.
    (Let the init trigger fill the map and hide units in the "unused" zones.)

    Posted in: Trigger Libraries & Scripts
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    posted a message on Get Local Player?

    I'm working on a horror map with one team of marines and one team of Zergs. The marines will be running around in near pitch-black, using their flashlights to navigate.
    The Zergs however would look pretty dumb with flashlights, so I need them to be able to track the movement of the marines another way.

    I had hoped to be able to give them a different fog- and light setting than the marines. But as I can't set fog and light specifically for different players I had to scrap that idea. I was then hoping to let the Zergs locate the marines through their halos (which of course wouldn't be visible for the marines themselves).

    According to the thread I linked a few posts up this could be achieved by using different actors (one with halo, one without) on the same unit, and show them for the correct players using "Actor - Filter".

    As neither of these solutions seem to be working, I'm running out of ideas.

    Posted in: Galaxy Scripting
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    posted a message on Get Local Player?

    Setting the actors model with Catalog Field Value gave me an error so I'll have to scrap that idea.

    I'm not trying to morph unittypes into others like you suggest. I'm only trying to give an unittype a halo effect that'll only show for the player owning them.

    I'd hoped to do it with the Actor Filter, which seems simple to use. Unfortunately, I am either doing something very wrong - or, this field, like many others, appear to do nothing.

    Posted in: Galaxy Scripting
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    posted a message on Get Local Player?

    @caspersc: Go So basically no you cannot access the local player, because there's no use for it.

    Not sure if I understood you correctly there, but I could se a lot of uses in being able to do visual settings locally, if Blizzard hadn't made it impossible to do so.

    I've been tinkering with actors in the Data Editor (Wrong forum, but related to this thread's topic). I'm trying to set up a unit to display different actors for different players using the "Actor - Filter" field, I am however, having severe difficulties as the field doesn't seem to affect anything at all.

    This would be an acceptable solution that I found here (http://forums.sc2mapster.com/development/map-development/3041-setting-tint-on-a-unit-for-only-one-player/). Does anyone have any clues as of why it might not work?

    I'm also lurking around for a way to change the halo's colour, if possible.

    Posted in: Galaxy Scripting
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    posted a message on Get Local Player?

    Afaik using "Pick each player in player group (active players)" will only work on actions that take a player as a parameter?

    I want to run a function locally which normally doesn't take any player parameters.

    Example:

    Night Vision Activate
        Events
            UI - Player Any Player presses T key Down with shift Allow, control Allow, alt Allow
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Local Player) == (Triggering Player)
                Then
                    Environment - Set lighting to Night Vision, blending over 0.0 seconds
                Else
    
    Posted in: Galaxy Scripting
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    posted a message on Get Local Player?

    That's a big letdown for what I had in mind. I'll have to settle with a static setting then.

    Thanks for the answer!

    Any suggestions/ideas on how to set up fog and/or light for specific players would be most welcome! (Does not necessarily have to be changeable in-game)

    Posted in: Galaxy Scripting
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    posted a message on Get Local Player?

    Is there a way to run galaxy code for one specific player, similar to how GetLocalPlayer() worked in Wc3?
    I need fog- and lightsettings that differs depending on the player/environment, the natives won't let me input a specific player.

    Any ideas?

    Posted in: Galaxy Scripting
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