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    posted a message on Xbox Live gamer suspended for saying he lives in Fort Gay
    Quote from zeldarules28: Go

    2- some guy decided to name his town "fort gay"...lol.... "Hey mayor, I know what to call this town. How about fort gay?"

    The town was known as "fort gay" before the word gay was widely recognized as a synonym for homosexual. :P

    Still funny nonetheless.

    Posted in: Off-Topic
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    posted a message on Custom unit portrait from importedpicture(.tga)?

    @EternalWraith: Go

    Thanks,I just did it this way, not the prettiest, but wondering if theres a better way to do it with the data editor.

    Posted in: Miscellaneous Development
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    posted a message on Custom unit portrait from importedpicture(.tga)?

    Hi, I've been trying to do something, but have so more far been unsuccessful.

    I want to add my own custom portrait to a unit(the ones that appear next to the command buttons). Problem is, I don't know how to and don't even know if its possible, to force the game to show the 2d picture instead of the 3d model. I imported a .tga and set it to the static image file of the portrait, but the only time this picture is shown is if I change my games graphic settings to show 2d portraits. Is there anyway to make ONLY the 2d picture show and not the 3d model? I followed the suggestions in this thread: http://forums.sc2mapster.com/development/map-development/6907-force-2d-portraits/ but they haven't worked.

    Deleting the 3d model from the portrait model files makes a white box appear over the portrait. Same happens if you completely delete the portrait model from the actor.

    Any help would be appreciated! Thanks!

    I've been told on the irc channel it's only possible by importing a custom model.

    Posted in: Miscellaneous Development
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    posted a message on Can't figure this out: Stop persistent effect after a cliff

    I fixed it... I said screw the data editor... I remade the ability in triggers using cliff height comparisons in the conditions

    Posted in: Data
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    posted a message on Can't figure this out: Stop persistent effect after a cliff

    @OneSoga: Go

    Quote from OneSoga: Go

    Are you comparing the points between the source and the target, or the caster and the target? These are two different things, I believe.

    I've pretty much tried every combination, don't think cliff comparisons work on persistent perioidic validator checks, or im doing something wrong.

    Posted in: Data
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    posted a message on Can't figure this out: Stop persistent effect after a cliff
    Quote from OneSoga: Go

    Ah! I think I see something of value here. Evidently, there's a periodic offset field you might be able to make some use of here...

    Yes, use this along with Periodic Validator (to check the cliff level). I have a hunch this should help.

    EDIT: So the trick here is to think iteratively, not recursively, I guess.

    My ability already uses the periodic offsets to create all the explosions in the proper places.

    I've been playing around with the periodic validators, but I can't seem to be able to make it work with cliff levels. I don't think the periodic offsets keep the original caster/point in memory to compare it with the validators. I think it just compares its current cliff level with itself, which is always equal. If I change the validator to greater than, it works... less than, it works,(stops the persistent from continuing) because one point can't be greater than itself, or less than itself. If I change it to check if cliff is equal validator.. it always runs, and going up/down cliffs without stopping.

    Posted in: Data
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    posted a message on Can't figure this out: Stop persistent effect after a cliff
    Quote from OneSoga: Go

    Is this being done with triggers or the data editor? I presume data, since you spoke about a vision validator.

    Wouldn't it just be better to use the CliffLevel validators? And I guess have each individual explosion effect (with 4 initial explosions, of course) chain into another explosion effect in one direction, but if a cliff is encountered, it shouldn't spawn the next explosion in that chain... terminating the chain in that direction.

    Of course, you'll also want to validate the initial explosion.

    Yea, its the data editor. I was thinking of doing it that way, but I ran into a problem of how to chain the explosions up. What would be the best way to say, chain up 4 explosions going out in all directions as is done in the picture? if I do it that way I can create individual validators for all the explosions, but I haven't found a way to do it correctly/efficiently. For example, how would I link the north explosion, to create another explosion that continues to move north and link up 3 explosions to it, etc.

    Posted in: Data
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    posted a message on Can't figure this out: Stop persistent effect after a cliff

    I've run into a small problem creating an ability in my map. Its a bomb that creates a long cross-shaped explosion. The problem is that a cliff won't stop the bomb, the explosion itself won't activate at all on top of the cliff, which is good(used the cliff validators), but after the cliff is done, the explosion persists. I've tried all different manners of solving this, but have come up short. Can anybody provide some insight on this? The ability is activated in the following way: Build the mine -> behavior calls the suicide/persistent effect after 2 seconds - > persistent effect calls the damage effect on the locations needed with the offsets.

    I have only come up with a solution that I don't believe will work that well if a lot of the bombs are placed down at once. I can use the vision validator and make the bomb part of a different player that only has vision of what the mine can see, but if I were to place the bomb on the other side of the cliff, the previous bomb would still be able to explode through the cliff.

    Here are pictures of my problem:

    Problem 1 Problem 2 Problem 3

    Posted in: Data
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