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    posted a message on Actor term - Check if player in a specific alliance

    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?

    Posted in: Data
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    posted a message on How to Add or Remove Site Ops from Actor Events? (Work Around)
    Quote from erdrik >>

    Figured it out. Well, technically a work around.

    I couldn't get HostSiteOpsRemove or HostSiteOpsAdd to work, but this fulfills my goal:

     

    UnitActor Events:

    UnitBirth=>

      Create MiddleManActor

     

    MiddleManActor Events:

    ActorCreation=>

       Create ModelActor

       Attach ModelActor SOpOffset, SOpRotator

    Behavior.Off=>

       SetRotationFrom ModelActor

    Behavior.Off=>

       Attach ModelActor SOpOffset

    Behavior.On=>

       Attach ModelActor SOpOffset, SOpRotator

     Apologies for the necro. May I know what Actor subtype you used for your middleman actor?
    Posted in: Data
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    posted a message on Actors - Rotating the placement model for warp-gate warp ins

    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

    Posted in: Data
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    posted a message on Actors - Rotating the placement model for warp-gate warp ins

    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

     

     

     

    Posted in: Data
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    posted a message on [Solved] Terrain model interaction problem

    In reply to DrSuperEvil:

     Thank you, that looks like a better way to solve it :) 
    Posted in: Terrain
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    posted a message on [Solved] Terrain model interaction problem

    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 )

    Posted in: Terrain
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    posted a message on [Solved] Terrain model interaction problem

    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..)

    Posted in: Terrain
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    posted a message on [Library] Boss Bars+ b04b

    @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.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Are there any good language extensions that still work?

    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.

    Posted in: Galaxy Scripting
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    posted a message on A-RPG CastleUlrezaj [Released]

    Hi, Would just like to share some feedback

    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.
    Posted in: Map Review
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    posted a message on Terrible publish errors

    @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.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Arcade Beta: Post the funniest reviews

    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.

    Posted in: Off-Topic
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    posted a message on Dynamic Content - Possible?

    Ignore this, I asked a question that was already answered

    Posted in: General Chat
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    posted a message on Dynamic Content - Possible?

    @LinkD: Go

    Is that's new function? I honestly don't remember it being there

    Posted in: General Chat
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    posted a message on (Solved) What is the correct way to make a MOD file in WoL work in HoTS?

    @Quirriff: Go

    Isn't it against blizzards terms to have hots dependencies in mods? :/ or am I misunderstanding their clause?

    Posted in: Data
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