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    posted a message on Help with King of the hill Trigger

    im not being lazy (maybe my code was but as i dont really know what im doing yet thats probably why) and i did read it, as i said im new to this so i dont have the knowledge to just read those lines of code and instantly know exactly how to create them.

    i have managed to copy the code now but as endorphyne1 said, it doesnt seem to be doing anything, which is why i said about not having player groups, incase that was what was stopping it work

    Posted in: Triggers
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    posted a message on Help with King of the hill Trigger

    hey im also looking to do pretty much exactly the same thing but i dont understand they way in which the actions have been written here with 'if' 'when' and 'then' etc. i also dont have any player groups...i dont think

    what i want should hopefully be less complex, i currently have it so that when a player occupies the region, they are given 2 mins every second for each unit that is there so it looks like this:

    Events: Unit - Any Unit Enters Region 001

    Actions: v General - Repeat (Actions) forever v Actions: General - Wait 1.0 Game Time seconds Player - Modify player (Owner of (Triggering unit)) Minerals: add 2

    problem is this means when a player enters the region and leaves, its still adding minerals until the other player takes over, i was hoping it would be possible to have: Repeat Until - Player leaves region

    but i seem to be out of luck on that one as far as i can see, any help would be fantastic

    thanks

    Posted in: Triggers
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    posted a message on m3 exporter error

    im stumped...... and im starting to think despite releasing the modding tools and supporting custom games ingame, blizzard just arent interested in making life any easier, if this was maya i could easily figure out what is going on but max is just annoying, even more annoying that i had to install windows and max and all the plugins etc to do it (im on a mac)

    i tried finding the array = #[] and changing it from that to array = #[1] but no joy, it doesnt seem to be exporting any geometry at all for me, the model is much bigger than 2/3 kb in 3ds format. it could be that by adding the bone to my scene, its found something it can export and has just ignored the mesh

    really annoying cos i have an entire stargate mods worth of models/textures i could import :(

    Posted in: Artist Tavern
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    posted a message on m3 exporter error

    i think ive found a way around it, i just needed to add a bone (although i havent bound it to the mesh) and it exported, now my problem is kinda like yours lol

    the file it spat out was only 2kb, i tried importing it into the map editor and theres nothing there i.e invisible, no sphere or anything

    i presume that if you can import dds files into the material editor in max (might need a plugin) then the exporter would do that also but im not sure. when u have got the model to show up, have you assigned the skin within the map editor?

    god i wish they had tools for maya.........

    Posted in: Artist Tavern
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    posted a message on m3 exporter error

    Hi all, im getting a weird error from the m3 exporter in 3ds max, the error reads...

    Export Failed! Runtime error- array index must be +ve, got 0

    this seems to happen whenever i import any model in a different format and then try to export it as m3, i tried just creating a sphere and exporting and it did so without a problem so i dont think its a problem the exporter, any help would be fantastic

    cheers

    Posted in: Artist Tavern
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