I'm attempting to apply a sOp (Explicit rotation) to the placement model of a zealot (the one that sticks to the cursor when choosing where to warp it in from . So far, I've managed to locate the placement model and identify that it's actor is shared with the zealot model. I've also added the sOp that performs the rotation to the hosting, and can confirm it's applied correctly, as my zealot units are rotated. However, the placement model isn't, and I'm completely baffled as to how to fix this. Does anyone know how I might be able to fix this?
I'm trying to attach a sample map, but I've no idea how...
I'm facing a very strange problem with the placement of certain story models in a map
The reproduction scenario is very simple.
1) Create a new map with any tileset of size 32x32 with only Liberty story dependency
2) Search for the SM - Armory Banshee unit and place it on the map. You should notice that nothing can be seen.
3) Use the terrain modifier to lower the terrain in a few spots, and the unit can be seen to actually be a few levels below its placement on the visible map. (see image attached)
I'm about 99% certain the issue has something to do with the way certain story models interact with terrain, but haven't been able to find any data property that can remedy the issue.
I verified this by using an MPQ editor to export the contents of an old map file where story model placement was working fine.
I then used the MPQ editor to import all the terrain related files into the new map above. This fixed the problem, but isn't an acceptable solution because it overrides my entire map terrain with that of the old map (now obselete)
The game options at Map properties > Options are checked exactly the same in the "old" map and the "new" one, so it doesn't seem like this could be resolved by tweaking the map properties.
Could anyone point me in the right direction towards a fix please?
Just wanted to acknowledge that I've just read them and intend to see what can be done when I have the time/energy. (Props to both of you!)
However, I need some further details on your suggestions before I can come up with an optimal solution to them. I'm not sure when I'll
be able to make the updates, but I should be able to roll one out in a couple of months.
Will drop you both a PM shortly.
Thanks for your support!
FuzzYD
PS: I'm no longer a regular here, but I do check back on the occasion. Lifes kinda caught up with me and my interest has moved towards other programming projects outside the world of mapping.
You could try using Notepad+ + with the plugin(?) that allows it to recognize Galaxy syntax. I found it works pretty well. Just copy and paste or import your scripts into the map afterward. I personally don't bother with custom galaxy editing languages as more often than not, the author stops supporting it after awhile.
I noticed a few things that I'm not sure if they're intentional.
When I jump and do my UP+Attack, The hero is suspended in mid air while charging his attack. (During tutorial)
When I use the super jump in training mode, I can double jump infinitely.
Potential user experience improvements:
Opening and closing the Enemy information screen. I feel it can be improved by allowing the user to close the info screen with the button that was used to open it. (Something like a toggle)
When a boss battle is about to occur, force close the minimap if it's open. It's a small change, but it can save the player a few seconds of damage that could have been avoided when the minimap prevents the player from seeing what's going on.
I had a similar problem once.. I had to use a software to alter the timeout speed of the publishing process (Slowed the process to run at 5-10% normal speed) To allow my connection more time to upload before the damn thing timed out (It seems to timeout on the client side). The program is called CheatEngine. I attempted this a long time ago though, not sure if it'll still work. I'm actually surprised Hotspot shield worked.. That's like.. a proxy software
Dear Mod, If i'm not supposed to mention the program I just did, feel free to censor my post.
I remember reading the reviews for the "Unit Preloader Map" while back. It should be on the front page of the arcade. I can't recall any off the top of my head and some of them were pretty funny. I do recommend to check them out for anyone who's not feeling lazy.
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Hi all,
I'm trying to add a term to an actor event that would make the event run only if the current player is in a specific alliance.
Does anyone know how this could be achieved with data?
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0
Found the actor that controls the rotation of placement models.
Its called (who would have guessed..) "Placement Model".
Attaching the explicit rotation there yielded the desired effect
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Hi all,
I'm attempting to apply a sOp (Explicit rotation) to the placement model of a zealot (the one that sticks to the cursor when choosing where to warp it in from . So far, I've managed to locate the placement model and identify that it's actor is shared with the zealot model. I've also added the sOp that performs the rotation to the hosting, and can confirm it's applied correctly, as my zealot units are rotated. However, the placement model isn't, and I'm completely baffled as to how to fix this. Does anyone know how I might be able to fix this?
I'm trying to attach a sample map, but I've no idea how...
Edit: so apparently *.sc2map files are images :l
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In reply to DrSuperEvil:
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Issue was solved with a workaround. Using triggers to change the height of the unit.
For anyone's future reference, the trigger is UnitSetHeight( unit, height, time )
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Hi all,
I'm facing a very strange problem with the placement of certain story models in a map
The reproduction scenario is very simple.
1) Create a new map with any tileset of size 32x32 with only Liberty story dependency
2) Search for the SM - Armory Banshee unit and place it on the map. You should notice that nothing can be seen.
3) Use the terrain modifier to lower the terrain in a few spots, and the unit can be seen to actually be a few levels below its placement on the visible map. (see image attached)
I'm about 99% certain the issue has something to do with the way certain story models interact with terrain, but haven't been able to find any data property that can remedy the issue.
I verified this by using an MPQ editor to export the contents of an old map file where story model placement was working fine.
I then used the MPQ editor to import all the terrain related files into the new map above. This fixed the problem, but isn't an acceptable solution because it overrides my entire map terrain with that of the old map (now obselete)
The game options at Map properties > Options are checked exactly the same in the "old" map and the "new" one, so it doesn't seem like this could be resolved by tweaking the map properties.
Could anyone point me in the right direction towards a fix please?
(this is driving me nuts..)
0
@Myteq: Go
@SoulTaker916: Go
Hey fellas,
Thanks for the suggestions/feedback.
Just wanted to acknowledge that I've just read them and intend to see what can be done when I have the time/energy. (Props to both of you!) However, I need some further details on your suggestions before I can come up with an optimal solution to them. I'm not sure when I'll be able to make the updates, but I should be able to roll one out in a couple of months.
Will drop you both a PM shortly.
Thanks for your support!
FuzzYD
PS: I'm no longer a regular here, but I do check back on the occasion. Lifes kinda caught up with me and my interest has moved towards other programming projects outside the world of mapping.
0
You could try using Notepad+ + with the plugin(?) that allows it to recognize Galaxy syntax. I found it works pretty well. Just copy and paste or import your scripts into the map afterward. I personally don't bother with custom galaxy editing languages as more often than not, the author stops supporting it after awhile.
0
Hi, Would just like to share some feedback
I noticed a few things that I'm not sure if they're intentional.
Potential user experience improvements:
0
@KorvinGump: Go
I had a similar problem once.. I had to use a software to alter the timeout speed of the publishing process (Slowed the process to run at 5-10% normal speed) To allow my connection more time to upload before the damn thing timed out (It seems to timeout on the client side). The program is called CheatEngine. I attempted this a long time ago though, not sure if it'll still work. I'm actually surprised Hotspot shield worked.. That's like.. a proxy software
Dear Mod, If i'm not supposed to mention the program I just did, feel free to censor my post.
0
I remember reading the reviews for the "Unit Preloader Map" while back. It should be on the front page of the arcade. I can't recall any off the top of my head and some of them were pretty funny. I do recommend to check them out for anyone who's not feeling lazy.
0
Ignore this, I asked a question that was already answered
0
@LinkD: Go
Is that's new function? I honestly don't remember it being there
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@Quirriff: Go
Isn't it against blizzards terms to have hots dependencies in mods? :/ or am I misunderstanding their clause?