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    posted a message on Hybrid 4th Race Multiplayer Mod Assets

    I'm sad to read this. We talked about those units and structures a few times, maybe some of those were my suggestions I don't remember anymore, and your project kept me interested in working with the hybrid as a race. As a modeler for Revenants I tried to keep our units different from yours in appearance, even though some of them fill similar roles. I thought I'd see both projects released at some point and be able to check their differences and similarities (not exactly compare).

    I'm sure mapster community will find use for these and your hybrids will pop around in different projects even if they don't as a unified race.

    Posted in: Project Workplace
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    posted a message on Trying to setup water-based Transports

    The problem is that placing a unit through calldown effects seems to be way more restricted than through create unit effects. The slightest collision with anything makes the effect fail. I could try those things but I can't see them helping when a player tries to unload units inside his base for example. I'd have to add so many different offsets and still players would try to unload in places where it will fail. Transports unload units in tight clumps, and right now there's no way to do that with calldowns.

    Posted in: Data
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    posted a message on Trying to setup water-based Transports

    Creating a placeholder unit achieved nothing. The effect is the same it was without that.

    Posted in: Data
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    posted a message on Trying to setup water-based Transports

    Ohhh I thought there would be something like the placement range for create unit effects. I think the easiest solution then is to add periodic offsets to the persistent, but still that won't guarantee the units will be unloaded. Maybe create placeholder units and then unload units to where the placeholder units are, like some missile jumps do?

    Posted in: Data
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    posted a message on Trying to setup water-based Transports

    I'm trying to use this method but after unloading the first unit it will only unload the next if I move the unloaded unit out of the target point. As long as there's a unit blocking the target point the transport stays there "trying" to unload the next unit.

    Posted in: Data
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    posted a message on The Xel'Naga
    Quote from GnaReffotsirk: Go

    Maybe the xelnaga's workmanship can show us what they look like, how they live, and who they are.

    Then they are a race of living pyramids and obelisks.

    Posted in: General Chat
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    posted a message on FPS drops in a specific area of map

    Lights and their effects. Painting light over the terrain ca be catastrophic for FPS.

    Posted in: Data
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    posted a message on The Xel'Naga

    @DrSuperEvil: Go No, zerg had purity of essence. What he means is that because of Amon's interference the Swarm and the protoss did not have their purities anymore. But primal zerg still have it, and as Blizzard described purity of form as a great psionic potential, Kerrigan had it, so that's why she could ascend.

    That is one way to see it, in the end Blizzard turned the whole thing into a confusing mess.

    Posted in: General Chat
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    posted a message on Mass Recall v6.0 Silver
    Quote from AlexO6: Go

    Actually, you see the dead Xel'Naga inside the Ulnar in LotV, alongside Artanis, and they look just like Ouros and Amon.

    Yes, but Ulnar is a direct link to the void inside an astral anomaly that "should not exist". So maybe it doesn't count as our standard universe for that.

    EDIT: I'm tired of all the bipedal aliens already. So even if the cthulhu thing is a well known cliché I'd rather have it than another bipedal alien species like 99% of everything else out there.

    Posted in: Project Workplace
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    posted a message on Mass Recall v6.0 Silver

    Keep in mind we only saw their original bodies and not the hosts that were supposed to be there physically back when they interacted with protoss and zerg. Amon's host was a hybrid and Narud's host was a shapeshifter (we have no idea where that comes from). If anything they don't seem to be literal hosts, they are made to house a Xel'naga's mind from the start, more like avatars than hosts.

    Posted in: Project Workplace
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    posted a message on The Xel'Naga
    Quote from GnaReffotsirk: Go

    the overmind then began to assimilate other races to perfect the Zerg's overall physical attributes. This happened after the Overmind killed the Xel'Naga, so I guess that's where it got the idea.

    Assimilating other races was part of the zerg biology way before the Overmind.

    Posted in: General Chat
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    posted a message on Publishing: Document dependency does not specify a battle.net file

    If you want to publish the map to B.net you or your friend need to publish the mod first, then link it in the dependencies list. If you're getting that message when opening the map in the editor it may be trying to download the mod because the map does not specify a local mod file. Please open File -> Dependencies and post a screenshot of that window so we can know what the situation is and what you need to do in order to fix it.

    Posted in: Data
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    posted a message on Infestor model glowing after patch

    There is a new version of that model that is working as intended, so you can switch to that to avoid the bug. It is called InfestorEX3.

    Posted in: Data
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    posted a message on CO-OP Maps

    As far as I know the game saves them in the cache folder. To make it easier to find them, clean the folder them play the missions one by one, and you should have them.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Can't find imported image

    It probably used a compression method that doesn't work in SC2. In case this program doesn't give you compression methods you will have to try another one.

    Posted in: Miscellaneous Development
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