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    posted a message on Possible facial animation?

    Ok, in the mean time *bump*, does anyone know what this specific feature does and why its named export facial text??

    Posted in: Data
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    posted a message on Possible facial animation?

    First I know about the FaceFX program. But I might have found a way to use facial animations unique to your custom sound files. But I don't really know. If you go into your data editor > conversations pick a random conversation, set your view to detail view (most of you use table view I assume) you will be treated with a window with a bunch of folders (it will be empty if you create your own). Oh and make sure your dependencies includes the campaign. If go through those you will see that they are lines from the campaign. Now if you right click on an line and look down you will see that there will be an option that says "Export facial text". I have no idea what it means but it might me related to facial animations and I wanted to know if anyone out here knows what it is. Because if it is what the name implies we could use facial animations.

    Posted in: Data
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    posted a message on After Changing weapon attack disapears

    So, I'm making a reaper hero. After copying the unit I change the weapon, and the attack animations disappear. I've gone back and changed weapon back to the original and the attack animations return. This is odd because the weapon is coped from the reapers original weapon. What have I done wrong.

    Posted in: Data
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    posted a message on No Death animation after model change?

    I've been fiddling around with the data editor and what I'v done is taken tycus model and changed it to wapig, and now there is no death animation, it just instantly disappears. What have I done wrong

    Posted in: Data
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    posted a message on Attack sounds

    I just figured it out dont worry

    Posted in: Data
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    posted a message on Attack sounds

    I'm making a hero based on the spectre, I've changed the weapon and replaced the unit model with slightly larger spectre model, however, when attack, there is no gunshots. I've been looking and looking for the field, but I cant find it.

    Posted in: Data
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    posted a message on [Triggers/Dialog] Show/Hide Button

    My question is Kinda complected. I have all these dialog panels, And of course they get in the way of the players view, so I need to make show/hide buttons, like the one on leaderboards, I'v been somewhat successful. How should I do it

    Posted in: Triggers
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    posted a message on Doom 3 models request

    @xxQdotxx: Go yeah, a starcraft campaign featuring demon models from another game, doesn't that sound odd. @tFighterPilot: Go

    Posted in: Requests
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    posted a message on [Dialog & Trigger][Solved] Cargo via Dialog

    I just fixed it. I was setting the variable after I created the image, there for instead of setting the the button to the variable, i set the image. And images aren't click-able. YAYAYAYAYAYAY

    Posted in: Triggers
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    posted a message on [Dialog & Trigger][Solved] Cargo via Dialog

    it still didn't work, anyone with any idea please post

    Posted in: Triggers
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    posted a message on Doom 3 models request

    I don't think it will be that easy. The doom 3 models were made for rag doll effects, there for, you would not have death animations and have to animate them yourself. But I do really hope some one would make doom 3 models for SC2. One of the campaigns I'm planning requires the doom 3 models. Don't ask why, its long story.

    Posted in: Requests
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    posted a message on [Dialog & Trigger][Solved] Cargo via Dialog

    The odd thing is that it worked before. And its not just cargo. Can't even create normally. If its any help, I created the trigger before I added campaign dependencies, and I had a bit of trouble with those.

    Posted in: Triggers
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    posted a message on [Dialog & Trigger][Solved] Cargo via Dialog

    I'm using a dialog with buttons to create cargo units, however the units don't appear. Before I tried with cargo, I created the units at the location of the players camera and that worked fine. before I posted this i turned it back to create units at the camera location, but it didn't work, despite working before. Here are my two triggers:

    Dialog Setup
        Events
            Game - Map initialization
        Actions
            Dialog - Create a Modal dialog of size (800, 100) at (0, 325) relative to Bottom Right of screen
            Variable - Set Dialog Base Unit Seletion = (Last created dialog)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (60, 60) anchored to Right with an offset of (30, 0) setting the tooltip to "Marine" with button text "" and the hover image set to ""
            Dialog - Create an image for dialog Dialog Base Unit Seletion with the dimensions (60, 60) anchored to Right with an offset of (30, 0) setting the tooltip to "" using the image Assets\Textures\btn-unit-terran-marine.dds as a Normal type with tiled set to false tint color White and blend mode Normal
            Variable - Set Dialog Marine = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (60, 60) anchored to Right with an offset of (90, 0) setting the tooltip to "Marauder" with button text "" and the hover image set to ""
            Dialog - Create an image for dialog Dialog Base Unit Seletion with the dimensions (60, 60) anchored to Right with an offset of (90, 0) setting the tooltip to "" using the image Assets\Textures\btn-unit-terran-marauder.dds as a Normal type with tiled set to false tint color White and blend mode Normal
            Variable - Set Dialog Marauder = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (60, 60) anchored to Right with an offset of (150, 0) setting the tooltip to "Zergling" with button text "" and the hover image set to ""
            Dialog - Create an image for dialog Dialog Base Unit Seletion with the dimensions (60, 60) anchored to Right with an offset of (150, 0) setting the tooltip to "" using the image Assets\Textures\btn-unit-zerg-zergling.dds as a Normal type with tiled set to false tint color White and blend mode Normal
            Variable - Set Dialog Zergling = (Last created dialog item)
            Dialog - Show (Last created dialog) for (All players)
    
    Dialog action
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Dialog Marine
                Then
                    Unit - Create 1 Marine as cargo in Dropship
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Dialog Marauder
                Then
                    Unit - Create 1 Marauder as cargo in Dropship
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Dialog Zergling
                Then
                    Unit - Create 1 Zergling as cargo in Dropship
                Else
    

    What have I done worng

    Posted in: Triggers
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    posted a message on [Trigger] Dialog coordinates

    bumb

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Dialog coordinates

    Hi, I'll keep my question short and quick. Is there anyway to preview the coordinates u have to set with the create Dialog Command with out going back and forth between the editor and the game.

    Posted in: Miscellaneous Development
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