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    posted a message on Custom Non-Shiney Terrain Texture

    I keep looking at tutorials but frankly not having much luck.

    I want to use a pastel looking set of terrain textures from the Warcraft 3 era however everything Ive tried leads to heavy reflecting on higher graphic setting on SC2.

    My question does anyone have a template for bland or non-shiney textures that I could use or explain how to remove the shine from the textures?

    Thanks to anyone who can help

    Also see this thread post for the issues:
    http://www.sc2mapster.com/forums/resources/tutorials/7279-video-texture-using-custom-terrain-textures/#p2

    Posted in: Artist Tavern
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    posted a message on Issue - Duplicate Units Spawning From Train
    • edit*

    Making a completely new ability did not work at all.

    • more edit*

    New ability works on new map so kinda solved but still very odd.

    Posted in: Data
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    posted a message on Issue - Duplicate Units Spawning From Train

    So I had a harddrive computer problem short if is everything was wiped bar my backups (thankfully)

    However they all have an issue where when I use any of the 4 train unit abilities it creates 2 of each unit for no reason.

    Has anyone had this issue before or might be able to explain it.

    I'm going to see if remaking the abilities work but it's completely strange.

    Also no triggers or effects that might cause these that I can see or have added in.

    Images because hell it's strange
    http://puu.sh/2m2WY.png
    http://puu.sh/2m2X5.png
    http://puu.sh/2m2Xk.png
    http://puu.sh/2m2XM.png

    Also this happens with all the Train abilities not just this one

    Posted in: Data
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    posted a message on Issue with Sets and Searches

    That looks pretty dam sexy and much less complicated :D

    Posted in: Data
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    posted a message on Issue with Sets and Searches

    So I'm making a chain lightning style spell based off Zero's Updated Chain Lightning

    http://www.sc2mapster.com/maps/chain-lightning-data-editor/

    However I wanted to edit a few parts so that it would work a bit better for my purposes.

    How it currently works is the following

    A missile is launched with a set effect

    Set has damage, debuff (adds temp buff), and search (360: -1 : 5 : 0)

    This causes a loop that will target all units without the buff enabled, which is good but has 2 flaws.

    1) You can't target the same unit with the spell 2) It's a loop it will never end and I need to be upgradeable

    -

    My version is as follows

    Missile launches 1 set and 1 search 1 add the behaviour to X amount of targets The other is before but with a remove behaviour not add.

    However I think the first search is not applying the behaviour fast enough as the effect lands but that is the end of it.

    Anyone know why it doesn't work and if it's not my assumption about the search what the problem might be?

    Posted in: Data
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    posted a message on Windows 8 No Tooltips

    8 with classic shell is just a cleaner looking windows 7.

    However I have no issues with tooltips so try the repair tool after deleting your cache (which seems to be like 99% of problems for me at the moment).

    I do know that many parts do not have tooltips but it should have some.

    Posted in: Off-Topic
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    posted a message on Multiple Region Uploading

    I don't get why they don't just upload it to all the servers so long as you check them.

    It's kinda a hassle otherwise.

    Posted in: General Chat
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    posted a message on Neural Parasite / Domination

    I forgot this one but I think it's

    Behavior: Player - Value : Caster

    Posted in: Data
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    posted a message on Life Armour Text

    Been busy the last few weeks,

    < better picture

    Seems there is a container or something for the text but 55225 text things to check my head hurts.

    Dragoneles That is what I'm looking to do if I'm honest.

    Quote from michaelknives: Go

    Maybe if you used attribute behaviors... applying attributes to units alters the UI and lists the name and the value of the attribute under the level up heroe UI.

    This is my backup plan but I'm hoping to not have to use it.

    Posted in: UI Development
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    posted a message on HELP - Exchanging Unit Texture

    Do you want to just swap between them?

    If so I'd go an make a model for each one then use a morph ability to change between them.

    Not really sure what you want to do with them though.

    Posted in: Data
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    posted a message on Modifying a model's color within the editor?

    Holy necro batman,

    but to change a models colours you need to edit the textures to tint using an actor is about all you can do in the data editor.

    Posted in: Data
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    posted a message on (Solved) Adding Cloak via behavior isn't working...

    So you made Buff with invisibility flag checked.

    You gave that buff to the Stalker.

    It should be working, try deleting it and trying again.

    Posted in: Data
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    posted a message on Chain Lightning Levelable Theorycrafting

    Well for my own personal use I want to have 10 levels with 2 bounces each, which does get messy.

    And honestly if it's more than 3 it's a bit annoying 5 is borderline ok but anything above that really would do well to remove this.

    DeadZergling was saying on IRC that markers by ID can be used in the target sort to stop the chain going back on itself, so that's not an issue.

    This is more to see if there is a work around which doesn't involve 100 duplicate effects if someone just wants that and doesn't want to trigger (which honestly seems so much easier).

    However my idea was like with the armour system that you told me to use the buff to count it up as the level of the ability is higher it can then use that as the cap for bounces and each bounce will add a damage reduction for x amount for each bounce that has happened so far.

    It's a bit complicated but if I can get it to work then it's one less thing that requires more work than it should.

    Posted in: Data
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    posted a message on Chain Lightning Levelable Theorycrafting

    So I'm planning to make a Chain Lightning style Ability that is easy to level only using the data editor and uses the same damage reduction steps as WC3 uses.

    Conditions are it can only be done in the data editor.

    So far this is how I see it works (ignoring the effects for the moment just pure damage)

    Part 1) Primary Target

    Unit casts -> Hits Target -> Apply Damage (this part is simple)

    Part 2) Search - This part needs to repeat without having to be duplicated.

    Apply Buff to stop repeat -> Search for new Target -> Apply Damage Reduction Buff -> Apply Damage Effect

    Now the problem I see is that there isn't many ways to keep a buff repeating without duplicate entries or triggers.

    So I'm thinking that requirements and validation might work with that but my only problem is that I'm not sure where it would be possible to keep the count.

    I also then need to link the count to loop (so if you want to have 3 chains per level or 5 it can be adjusted) and then have the level of the ability to be used as another variable to multiply the number of chains in the loop.

    Any Ideas?

    Posted in: Data
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    posted a message on Life Armour Text

    I'm trying to do this in the data editor / text editor, bit confused to why this was moved I would prefer to not mess with the UI layout files.

    Posted in: UI Development
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