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    posted a message on [Tutorial] Creating a SC2 Mod File for Custom Data Edits

    Hi....
    I remember using this technique a few weeks back around xmas but I was just unable to copy it. So that's what I'm at:
    I have a map with all my awesome data editor stuff. So I saved that thing as a components list called "bla1"
    Then I created a mod called "bla2"
    When I opened both folders I realised that something might be wrong, because there is an entire folder missin in the newly created mod component list. here is a picture:

    http://img137.imageshack.us/img137/1751/problem1r.th.jpg

    Uploaded with ImageShack.us
    Don't worry about the folder 2.0 it contains my custom pictures I do not need in the mod. Also "Alpha promo" is a custom picture (obv)

    So what I did now is I copied the Base.sc2data folder into the bla2 folder so that it would be there at least.
    Then I took the enGB.sc2folder from bla1 and overwrote the one in bla2.
    When I tested it nothing, and I mean literally NOTHING had been imported into the mod. (None of the stuff even showed up in the Data manager which should have been from a different mod or something :/)

    Can you please help me fix this? Thank you :]

    Posted in: Tutorials
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    posted a message on muliple loading screen pictures

    :( Too bad. It would be epic. maybe write Blizzard and ask them to add the feature.

    because there are three characters in my custom map And I can't find a good picture where all of them are on it :/
    So having three loading screens, maybe depending on the race you're playing even would be awesome =3

    Posted in: Miscellaneous Development
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    posted a message on Nuking w/o Ghost - advanced

    nobody? :[

    I'm not making any progress here :-/
    I've already removed the ability from my project but still would love to know how to do this

    Posted in: Data
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    posted a message on specialty armor?

    Copy and paste the guardianshield dmg reduction behavior, apply it to the ghost and set the dmg reduction to whatever you like.
    You don't have to bother about only ranged because the guardian shield already works that way. However if you want to include it some day there should be a little box where you have to set "Meele" from restricted to allowed.

    I hope that helped :]

    Posted in: Data
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    posted a message on muliple loading screen pictures

    Is it somehow possible to set multiple loding screen pictures, that will then be randomly chosen? If yes... HOW? :D

    Posted in: Miscellaneous Development
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    posted a message on Nuking w/o Ghost - advanced

    Hi again. I know this has been discussed before, I used toe search function :] Hoewever none of the people who have posted about a nuke before helped me in any way. So that's why I'm at. I have a unit that must coexist with the Ghost in the game. This unit, Nova model so lets call her Nova, has the ability to nuke. This Nuke however does more damage and should be launched from a different building that will be added to the SCV (Novas Nuke Silo e.g.) Now, the Nuke concists of different Effects, from Calldown over Damage to suicice that ends the spectacle :P I created an ability for the Nuke Silo to arm it with a nuke (Different Nuke unit, just douplicated it). Also I set the requirement for the ability to the 2nd nuke unit. (Requirement node: Count Unit: nuke 2 completed) When I test the map I can't fire the nuke though. The button is greyed until I build the nuke in Novas Nuke Silo. When I do the button becomes coloured but still shows a little "0" on it. When I click it it says: "No calldown avaiable"

    Where can I fix this? Because francly I don#t know why it's not working. maybe there is something wrong with the calldown effect/ actor?

    Any help, advice or comment is appreciated.

    Posted in: Data
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    posted a message on Cloak without Energy?

    Everything is working because I'm using another behavior that does not need energy. But apparently I really was just too blind =P
    Thank you.
    And well I thought there was a difference between buffs and behaviors. Like the charge Ability has the effect "Apply Buff" that that is then a Buff, obv.

    @TheAlmaity:
    I just wanted to make a cloaking ability that only works for 20 seconds and does not use energy because it is otherwise not needed.

    Thanks everybody =]

    Posted in: Data
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    posted a message on Cloak without Energy?

    @DrSuperEvil: Go

    There is no buff?
    The ability "cloak" concists of a behavior that is triggered by a button. On and off. There is no "Apply Buff" effect. Or any effect at all. I created those myself because I needed them.
    And in the behavior there is no negative energy cost. At least as far as I can see.
    Can you maybe make a screenshot that I know what you mean?
    Thank you

    Posted in: Data
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    posted a message on Cloak without Energy?

    I couldn't find anything that suggested Energy drain or Energy in any way. So I did something else.
    There were two behavios: Ghost - Cloak and Ghost - Cloak (free)
    I linked the free one to my effect and gave it a duration. Now it works and the normal cloak used be the ghost is unchanged. This is kind of a compromise... but it's better than nothing :/

    Thanks for the advice though. I think I'm just blind =D

    Posted in: Data
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    posted a message on Make colossus walk across buildings?

    @RCIX: Go

    Try removing the "buildings" collision tag in the movement tab of the colossus. That should do the trick in theory.

    Posted in: Data
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    posted a message on Auto Refineries and Gas Geysers

    hasn't it something to do with "Show ressources" in the behavior tab somewhere? You can also make a building show that you spend X Minerals and Y Gas on something. You gotta edit the number there I think

    Posted in: Data
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    posted a message on Cloak without Energy?

    Hi, it's me again xD real quick: I want to make an ability that cloakes a unit for 20 seconds and then cannot be used for 60 seconds. I doublicated the ability of the ghost, doublicated hiws behaviour, have tha ability a cooldown and the behaviour a duration. But I can't get rid of that Energy that is needed. There are two validators that say the units must have energy on the behavior. If I remove them the cloak does not activate --

    Can you please help me? Thank you

    Posted in: Data
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    posted a message on Death of a *special* unit to trigger defeat?

    Hi Feithless and thank you for your long answer.
    I had given the map to someone here inside the Forum, can't think of his name right now, the guy who offered to solve trigger problems for people :)
    So the 2nd part with the spawning for the right hero already works. Here is a screenshot of the triggers and I also udnerstand how they are supposed to work. That's nice and good:

    http://s10.directupload.net/images/110215/temp/qpbdx6nd.png

    That thing with the dying and loosing thong doesnt work yet. The triggers are set and make sense to me. But it doesn't work the way they're supposed to:

    http://s13.directupload.net/images/110215/temp/5p7d9gea.png

    maybe you see the mistake in the Triggers? Is something missing maybe? Or out of order?
    As to what you have written I don't really understand it. I will have a look at it tomorrow when I'm not so darn tired =,D

    Thank you

    Posted in: Triggers
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    posted a message on Need something created for you?

    http://forums.sc2mapster.com/development/triggers/18436-death-of-a-special-unit-to-trigger-defeat/#p1 Here is a description. I already posted it in this forum but there has been ny reply :/

    If you could do that for me, that'd be like more than awesome :O Damn, I'd call my firstborn after you XD

    Posted in: Triggers
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    posted a message on Editting Imported Models in 3D Studio Max

    Is there any way to edit an .m3 Model in Cinema 4D? A converter maybe? Or is there another way of changing the texture/ color of a unit?

    Posted in: Artist Tavern
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