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    posted a message on Key Model

    hell yeah it is, thank you very much. You will always have a place in my heart <3

    edit: texture doesnt work though, do i have to do the whole select-texture-by-id-stuff to make it work?

    Posted in: Requests
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    posted a message on Key Model

    Just a simple key model, doesnt even have to be good or detailed http://wiki.teamfortress.com/w/images/thumb/8/83/Backpack_Mann_Co._Supply_Crate_Key.png/250px-Backpack_Mann_Co._Supply_Crate_Key.png image just to make clear what i mean, the key can be less detailled than the one from the image.

    Posted in: Requests
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    posted a message on Wall's Shadows

    Im making a map where some parts of the map is inside of a building. Im using cliffs for the walls. The problem is, the cliffs / walls have shadows and also all the doodas and units which are inside the rooms, which i dont want, of course, because it should be inside of a building. Is there a way to remove those shadows?

    Posted in: Data
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    posted a message on Neutral Builing Hotky & Ralley Point

    I have a neutral building where players can buy units. I would like players to be able to set a ralley point and hotkey the building, which is not possible at the moment, because its neutral. A ralley point of course woule be possible with a complex trigger workaround where i strore all the set rally points in variables and then move new units via trigger... but is there an easier soltion? Also with the hotkey issue... does anybody have a good idea here ?

    Posted in: Data
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    posted a message on Changing cliff heights

    bump

    time has passed someone has a solution for this maybe now ?

    Posted in: Terrain
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    posted a message on Memory Leaks ?

    aight, thx, i think this should help me a lot

    Posted in: Triggers
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    posted a message on Vision of Doodads

    I have a wall of sight blockers, which should not allow a unit to see through. PRoblem is: this does not perfectly work with doodads, as you can see doodads from the other side of the wall, if they are close to the wall. With units everything is fine, but doodads seem to be visible a little bit before theyre actually in your line of sight. Does anyone know how to fix this? Im making a map with rooms and walls and its really weird if you can see object in another room if theyre close to the wall.

    Posted in: Data
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    posted a message on change vision block ingame

    you mean hide/show unit trigger ?

    Posted in: Triggers
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    posted a message on change vision block ingame

    ive heard, theyre fixed, so if you remove the actor, the footprint stays.

    and by saying "ive heard" i mean "ive tested it"

    Posted in: Triggers
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    posted a message on change vision block ingame

    in my map i have doors, which open, when a unit gets close to the door and then closes when the unit gets away again. The problem is the vision. I dont want the player to have vision through the door, but when it opens, there should be vision. Whats the best way to dynamically modify vision ingame ?

    Posted in: Triggers
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    posted a message on Memory Leaks ?

    i thought about actor leaks, too. I added a trigger which kills all actors (send destroy message to all actors in the map), which i did run at the end of a very long game yesterday, where fps were very low at the end. So i run the trigger, after all other players left. All remaining models dissappeared, so i guess the thing worked, but still the fps did not raise, so i guess its not an actor leak. I guess ill check stuff a little bit with the debug window... im using that for the first time now, seems a very mighty thing which tells a lot of stuff.... is there somewhere something like currently running triggers displayed?

    Posted in: Triggers
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    posted a message on Memory Leaks ?

    In my map, the longer the games lasts, the framerate constantly goes down, a lot of players have been telling me that, and its the same for me. Its not that in later stages of the game theres more units or something, no, its actually pretty much the same, actually even less... so this definetly must be some kind of leak. When i search for memory leaks it seems like most ppl say in sc2 there are no more leaks, but then i wonder what this could be? After a long game i did and all players left the framerate was still very low for me (i was the only one left ingame), even though there were no more units on the map (all units die when a player leaves). The framerate pretty much constantly slowly decreases during time. I dont use any self coded stuff, just triggers. I really wonder what this could be and really would be thankful if anybody could help me or maybe give any suggestions how or where maybe to look.

    Posted in: Triggers
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    posted a message on Negative Armor Problem

    I have a buff which reduces armor value by XX. Problem is, if target unit already has base armor lower than XX, the final armor will be reduced to below 0, which leads to actually increasing the incoming damage, so i would like to always have a minimum armor of 0. Is there a nice and clean way to fix this without triggers?

    Posted in: Data
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    posted a message on (Solved) Damage spell: less distance -> more dmg

    thx guys, both solutions seem to fit well.

    Posted in: Data
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    posted a message on weapon speed mod. on roaches before burrowed

    i found another solution, give the wepon to the burrowed roach aswell, together with a "you cant attack" buff. The problem with you solution would be, that the buff does some other things, too which i want to keeo even if the unit is burrowed, of course i coud do a second buff which does all the things apart from the wpn speed, but that'd be a lot of work.

    Posted in: Data
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