Okay awesome this really helped i think i got the textures right and they show up and all
now for the Show Hair Texture
do i add it to the same mesh assuming that its another SC2Standard Material
or is it just another alpha channel im supposed to add?
Hey perfect ive made sure to make those changes and added a few more animations
Im trying to figure out the Hiding and Showing Meshes i have the Textures made and materials set up in 3ds Max
I was just wondering do you individually select the items in the 3ds max view and apply the texture
or is there some list you are able to use?
right now im working on the Male Dwarf
Also are the changes visible in 3ds max?
perhaps ive done something wrong the textures dont show up. just white appears when i apply the material
Hey Daara hows it going.
I have created a list of animations from what you gave me there are a few i was unsure of so ill post it here.
I made a Java Robot that clicks the checkboxes and renames all the animations
so now it only takes about 1 or 2 minutes to change all the animations
Needless to say i thought it would be useful in the long run for creating all the races
Ive Uploaded a Comma Seperated List Can you look at it and see if im missing anything?
The Values on the Left are the Static Animation Names and the Values on the Right are the Renames
Im gonna try and do the Dwarf Male i just had one question
do you have Startools and nin/leruster script working together?
i keep getting a position error its weird
If you design everything all your heroes are supposed to have and write it all down it shouldn't take to long to finish.
The hardest part by far is becoming familiar with the editor but once you get the hang of it everything is pretty easy to complete.
But because it is tricky you will need the documentation to make the process less painful.
And really when you think of it Starcraft 2 is a great system to build games or concepts from for university courses.
Most my professors are interested in it when it comes to game design or prototyping.
Hey if you explained the process a little and what you named the animations i would be more then willing to attempt a race or two.
Depending on how its set up i would love to see all the races from WoW converted
Okay some im gonna try and take a stab at this lol im not sure quite what your asking.
What is the Modify Unit Effect Supposed to accomplish?
Im assuming that your trying to use a Modify Unit Effect to give a boost or something when an item is clicked?
For the Runes i would just make it when clicked use a Set Effect that Applies both an Apply Behavior and Modify Unit Effect.
And how does the same question relate to Tree's Respawning?
Are they killed when depleted?
Im assuming that they never actually die that there death Time is set to -1
If you want your trees to automatically grow back over time i would create a Behavior on the Tree that uses a Damage Response +
So that if the tree takes Fatal Damage it applies a Modify Unit Effect with the Revive Flag Set.
However this create the Tree Instantly back
In my Map i made the Damage Response + Use a Set Effect that revived the tree and added a behavior for 200 Seconds.
Then in the Tree Actor i made it on revive scale down to 0.1 of its size and then set another Event to Scale it up to 1.00 over 200 Seconds
On your Spells that hit the Target if it applies a Buff to the Unit
Perhaps you can Put in the Damage Response Section A Search Area Effect Looking for the Caster
That Removes the Stacked Buff?
Probably has something to do with this Weapon Try Disabling the Flags Below and see if that fixes it?
Weapon
Carrier - Interceptor Launch
Flags+
Weapon: Only Fire While Attacking: Enabled
Weapon: Only Fire At Attack Target: Enabled
If not perhaps those flags combined with changing
Weapon: Allowed Movement: Slowing
Otherwise it might be the Create Persistent Effect thats stopping the unit try changing this flag?
Effect
Carrier - Interceptors (Create Persistent)
Flags +
Effect: Channeled: Enabled
Ya i do believe that Counter Clockwise Boolean is not quite what your thinking of.
A Boolean is only True/False
Depending on how you want it set up I would use a Switch Statement.
Switch (Integer Variable)
Case (1): DawnTime - Set Integer Variable == 2
Case (2): DayTime - Set Integer Variable == 3
Case (3): NightTime - Set Integer Variable == 4
Case (4): IsHumid - Set Integer Variable == 5
Case (5) IsChristmas - Set Integer Variable == 1
I realize this says that its solved but what do the values actually change?
I set those values and its working good but what is that formula actually doing?
I feel like there may be many reasons this does not work
Check if there are any filters on the Addon that would cause it not to be built
Perhaps Requirements are keeping it from attaching?
do you get the placement screen but it wont build in the location?
0
Okay awesome this really helped i think i got the textures right and they show up and all
now for the Show Hair Texture
do i add it to the same mesh assuming that its another SC2Standard Material
or is it just another alpha channel im supposed to add?
0
Hey perfect ive made sure to make those changes and added a few more animations
Im trying to figure out the Hiding and Showing Meshes i have the Textures made and materials set up in 3ds Max
I was just wondering do you individually select the items in the 3ds max view and apply the texture
or is there some list you are able to use?
right now im working on the Male Dwarf
Also are the changes visible in 3ds max?
perhaps ive done something wrong the textures dont show up. just white appears when i apply the material
0
Hey Daara hows it going.
I have created a list of animations from what you gave me there are a few i was unsure of so ill post it here.
I made a Java Robot that clicks the checkboxes and renames all the animations
so now it only takes about 1 or 2 minutes to change all the animations
Needless to say i thought it would be useful in the long run for creating all the races
Ive Uploaded a Comma Seperated List Can you look at it and see if im missing anything?
The Values on the Left are the Static Animation Names and the Values on the Right are the Renames
0
Im gonna try and do the Dwarf Male i just had one question
do you have Startools and nin/leruster script working together?
i keep getting a position error its weird
0
If you design everything all your heroes are supposed to have and write it all down it shouldn't take to long to finish.
The hardest part by far is becoming familiar with the editor but once you get the hang of it everything is pretty easy to complete.
But because it is tricky you will need the documentation to make the process less painful.
And really when you think of it Starcraft 2 is a great system to build games or concepts from for university courses.
Most my professors are interested in it when it comes to game design or prototyping.
Also Welcome to SC2Mapsters
0
Hey if you explained the process a little and what you named the animations i would be more then willing to attempt a race or two.
Depending on how its set up i would love to see all the races from WoW converted
0
Okay some im gonna try and take a stab at this lol im not sure quite what your asking.
What is the Modify Unit Effect Supposed to accomplish?
Im assuming that your trying to use a Modify Unit Effect to give a boost or something when an item is clicked?
For the Runes i would just make it when clicked use a Set Effect that Applies both an Apply Behavior and Modify Unit Effect.
And how does the same question relate to Tree's Respawning?
Are they killed when depleted?
Im assuming that they never actually die that there death Time is set to -1
If you want your trees to automatically grow back over time i would create a Behavior on the Tree that uses a Damage Response +
So that if the tree takes Fatal Damage it applies a Modify Unit Effect with the Revive Flag Set.
However this create the Tree Instantly back
In my Map i made the Damage Response + Use a Set Effect that revived the tree and added a behavior for 200 Seconds.
Then in the Tree Actor i made it on revive scale down to 0.1 of its size and then set another Event to Scale it up to 1.00 over 200 Seconds
Hopefully this will be of some help to you.
0
On your Spells that hit the Target if it applies a Buff to the Unit
Perhaps you can Put in the Damage Response Section A Search Area Effect Looking for the Caster
That Removes the Stacked Buff?
0
Probably has something to do with this Weapon Try Disabling the Flags Below and see if that fixes it?
Weapon
Carrier - Interceptor Launch
Flags+
Weapon: Only Fire While Attacking: Enabled
Weapon: Only Fire At Attack Target: Enabled
If not perhaps those flags combined with changing
Weapon: Allowed Movement: Slowing
Otherwise it might be the Create Persistent Effect thats stopping the unit try changing this flag?
Effect
Carrier - Interceptors (Create Persistent)
Flags +
Effect: Channeled: Enabled
0
Ya i do believe that Counter Clockwise Boolean is not quite what your thinking of.
A Boolean is only True/False
Depending on how you want it set up I would use a Switch Statement.
Switch (Integer Variable)
Case (1): DawnTime - Set Integer Variable == 2
Case (2): DayTime - Set Integer Variable == 3
Case (3): NightTime - Set Integer Variable == 4
Case (4): IsHumid - Set Integer Variable == 5
Case (5) IsChristmas - Set Integer Variable == 1
0
If you want your Buff to Count down Well Disabled Check if Enabling this Flag Helps
Buff Flag:
Update Duration Well Disabled
Not sure if that will help or not
EDIT: Tested and it Seems to Work if i Understand What your Trying to Do Correctly
0
I realize this says that its solved but what do the values actually change?
I set those values and its working good but what is that formula actually doing?
0
Hello and Welcome to SC2Mapsters,
Perhaps this is a good start? http://www.sc2mapster.com/forums/resources/trigger-libraries/51803-mod-orion/
0
Did you make sure you put your weapon you want to use in the behavior under
Weapons
Index | Turret | Weapon
0 | (none)| Sword
Weapon Disabled
Hands (Weapon you dont want to use)
Weapon Enabled
Sword (Your Weapon)
Or else there is probably a requirement disabling it ?
0
I feel like there may be many reasons this does not work
Check if there are any filters on the Addon that would cause it not to be built
Perhaps Requirements are keeping it from attaching?
do you get the placement screen but it wont build in the location?
Perhaps more details are required?