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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @Sanguinax: Go

    Since Update 1.5.0 it has been replaced by the Cutscene editor, if I'm not mistaken. However, you can use the Cutscene editor just like the Previewer.

    Posted in: Tutorials
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    posted a message on Idk how to explain this in two words

    Just make an UnitGroup variable and for every unit you need an association with you add them to the UnitGroup. Later on, when you need to have all 936 of them, recall the variable.

    Posted in: Triggers
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    posted a message on TD Builders

    Something like:

    Builder:

    • Model: Hybrid Destroyer (Ranged)
    • When ever it build it uses his Spell animation. (The one when he uses his hand)
    • Should have the blink ability

    Units:

    • T1: Probe (Dark maybe)
    • T2: Marine (Maybe Merc)
    • T3: Stalker (also dark maybe)
    • T4: Roach (with visual upgrades, movement speed and burrow move)
    • T5: High Templar (maybe dark, and uses default attack animation and attack)
    • T6: Marauder (Kill squad skin)
    • T7: Hydralisk
    • T8: Sentry (Dark perhaps)
    • T9: Siege Tank (Maybe Merc, Sieged)
    Posted in: Map Suggestions/Requests
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    posted a message on [Request] 'Rocking Arthas' W3 to SC2 model

    Thanks, I'm trying it now ;)

    MrGliath

    Posted in: Requests
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    posted a message on [Request] 'Rocking Arthas' W3 to SC2 model

    Bump?

    Posted in: Requests
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    posted a message on Random Unit Selection / Rotating Camera

    I do not know enough about camera's, but about problem #2. There is an loop called: "For Each Unit in Unit Group" in the section Unit Group. Then click on (default) Last created units, then search for: "Units in Region Matching Condition". You can choose which region and other stuff. You can even set a maximum number of units. The only thing you need to do is, make a (local) variable. To temporarily store the unit currently within the loop. It should look like something like this: (See attachment)

    Posted in: Triggers
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    posted a message on Model animation question

    I think you should not use any portrait thing, but attach the gun model on the player. And for answering your questions, 1: i have no idea. 2: What I said above, don't use the portrait system, make it an model or something, attach it on the player and profit ;)

    Posted in: Miscellaneous Development
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    posted a message on [Request] 'Rocking Arthas' W3 to SC2 model

    I don't know if this is the right place to ask. But...... I was wondering if anyone could help me out. I tried converting myself, but it went continuously. Also, if everything worked good, I attached all the files you might need to convert the model to a SC2 model.

    Thanks in advance, MrGliath

    Posted in: Requests
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    posted a message on (Solved) Removing Build Limit!

    You're welcome, just glad to help :)

    MrGliath

    Posted in: Miscellaneous Development
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    posted a message on Reduce lag on massing game

    Buy a better PC :P (or just the processor). (if you RAM is horrible, you should upgrade that aswell ;P)

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Removing Build Limit!

    @Jamez117:

    Go to ability tab (Data Editor) serc for Merc Compound - Summon Mercenaries.
    Then look for "Ability: Info +" (if you don't see it, press Ctrl+Shift+N and search again)
    The you'll see a list of summonable units from the Merc Compound, dubble click a unit, scroll down until you see: "Info - Charge - Count (max)" this field changes how many times the unit can be summoned, (Start) is with how many you start, (use) is how many charges you use, when you use it (:P) (Setting the charge to 0 will will remove the charge things (unlimited) )
    There is also "Info - Charge - Time Start" (/Use) change these, and the charges will refill. (Should you choose to use charges)
    When you scroll a bit more down, you'll see "Info - Cooldown - Time Start" this setting has the ability to start wit ha countdown.
    The "Info - Cooldown - Time Use" will set a cooldown after each use (setting this to 0 will remove any cooldown after each use)
    And finally, in "Info - Unit" you can add units, so if you add 20 more Mercs, each time you use you the specific Unit summon, it will have 20 more ;)

    Hope this covers it all ;)

    Greetings,
    MrGliath

    Posted in: Miscellaneous Development
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    posted a message on Edit the F12 Help Window

    @Sherlia:

    Well still you found what you needed ;) gl hf ^^

    Posted in: UI Development
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    posted a message on Edit the F12 Help Window

    As far as I know, there are Triggers that will enable you to add content to the Help menu (also remove).
    I thought adding a help thingy was the function "Add Cheat" (yea cheat -.-)

    Anywayz, good luck ;)
    MrGliath

    Posted in: UI Development
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    posted a message on Beam Actor Problem

    @DrSuperEvil:

    I tried that already, nothing happens, no errors, no different color...

    Posted in: Data
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    posted a message on Beam Actor Problem

    @Kueken531:

    I don't have 3DMax, (didn't have a clue what it was, until I googled it :P)
    I try to 'paint' the roach spit (ranged attack) blue, instead of green. If the model is flawed, then I should look somewhere else ;)
    And about the third quote, I meant there is no texture (in my opinion) that would fit in.

    @DrSuperEvil:

    kk thnx for the advice and about the texture swamp thing, I know. I used it already, but I want a specific color of the roach spit. A different texture can't help.

    So again thnx for the help, gonna look futher ;)

    P.S. About the attach, I want the green to be blue-ish (RGB(100,150,255) would fit perfectly)

    Posted in: Data
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