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    posted a message on Do u play RPG's on Bnet?

    ZHRPG was up at the top in popularity a few months back, and every time I want to play I can usually find people in the channel. Or I get a party together.

    I think eventually another RPG will come around and prolly get back up to the top. I remember it was like that on Wc3, at least when I played. CoT was hosted a lot, then it sorta died down, but other RPGs came eventually. Prolly just need to wait?

    Posted in: General Chat
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    posted a message on HElp finding units in the map editor.

    File > Dependencies > Add Standard

    Liberty (Mod) Liberty Multi (Mod) Liberty (Campaign)

    Last two need to be added in that order

    Posted in: Miscellaneous Development
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    posted a message on Saving Data to Dependency

    I'm working on a map, and a friend of mine took interest in the project and made up a terrain that kind of puts mine to shame. I remember seeing a tutorial once for saving your map and sort of converting it to a dependency? Anyone know how to find it, or perhaps a quick explanation

    Posted in: Data
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    posted a message on Levelable Heroes in Melee

    I read somewhere that the default melee settings disable hero experience gain. How do you set it up so that computers still work, but you can have heroes too?

    Posted in: Triggers
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    posted a message on Using Custom Models

    I downloaded a custom model recently. It was one of the custom Dark Protoss models in the assets. I tried to upload it into my map, but all that was there was a bright purple spot thingy shaped like a Phoenix. I uploaded the .m3 model thing, which is the same thing I had to do to get Left 2 Die models.

    What went wrong?

    Posted in: Artist Tavern
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    posted a message on Drop Pod Rally?

    In my map, I'm trying to make two new races that can be played against the existing races. One of the races I'm making is supposed to be unique in that their units all spawn by drop pod and have a cooldown. I found a tutorial here suggesting that I edit the MULE ability, but then the Terran computer would be able to have MULEs that never expire. To fix that, I just duplicated the ability so I can use the "Create Set" effect to make the units spawn by drop pod. So it works.

    The problem is that when I create the units from their building, they don't move to the rally point. MULEs come down wherever you click them, though. My question is: Is there a way to make them come down, then move to the rally point? Or can I make it so that I can choose where they come down at? I don't really want to have to make a separate ability for each unit because there are like seventeen different effects to spawn a MULE and it would take forever. Is that what I have to do, or is there an easier way?

    Posted in: Data
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