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    posted a message on Actor Issues - PLEASE Help!

    @ShadowDestroyer: Go

    Bump. Please, anyhow know?

    Posted in: Data
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    posted a message on Actor Issues - PLEASE Help!

    This has been driving me insane. When you right click the ground, a little spinning green/red circle is placed on the ground, indicating the position of the targeted move/attack move command.

    I am using this model for an actor. I am attaching a red/blue variation of this to units' feet to more clearly represent what team the unit is on. This works fine.

    Here is the issue. If the enemy unit is on the EDGE of fog, their model properly disappears from sight. However, the red/blue circle does not, unless they progress deeper into the fog.

    I have tried changing the fog visibility to hidden and snapshot. Neither of which fix the issue.

    Any ideas? This is game breaking for my map.

    Thanks everyone.

    Posted in: Data
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    posted a message on Model Resetting In Fog Of War

    @KrayzBlu: Go

    I am not sure of the solution to your issue. However, I have had a similar problem. I attached a special effect to units in my game, however, when units under on the edge of fog of war, the player model properly disappears like a unit heading into fog. But... The special effect stays visible. The special effect will become completely invisible only if the unit moves deep into fog.

    I have been trying to figure this out. I suspect if we figure this out, it will resolve both our issues.

    Posted in: Data
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    posted a message on Selection/Deselection

    I need a trigger that makes an unit un-deselectable. In other words, you always have that one unit selected. This is very important in my diablo-esque hero arena.

    I have tried detecting de-selection and a periodic timer and using the select unit action, but it doesn't seem to work. Can anyone else get this to work or know an alternative method?

    Thanks, -SD

    Posted in: Triggers
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    posted a message on Need Help with Moving Buffs

    @wOlfLisK: Go

    I think the layout files can, in fact do this, as I have done lots of customization to my interface with them. However, I have currently moved the buffs directly underneath a health bar, and it looks bizarre for them to stack DOWNWARDS instead of to the SIDE.

    Posted in: Miscellaneous Development
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    posted a message on Need Help with Moving Buffs

    Currently, when a unit receives a buff, it gets an icon on its info pane, directly to the left of the character drawing. Every additional behavior is added BENEATH the prior behavior.

    I am modifying the user interface and I want buffs to be added to the RIGHT of the prior behavior.

    How is this performed? Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Sap Ability

    @ShadowDestroyer: Go

    Update: The Benign flag does this.

    Posted in: Data
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    posted a message on Sap Ability

    I have an ability which disables an enemy unit entirely for 8 seconds, but if the unit takes damage, the effect is broken.

    However, IMMEDIATELY after casting the ability, my character attacks the target and breaks the effect. How can I disable units from automatically attacking the unit, but still allow players to manually do so? Isn't there some sort of flag for this?

    Thanks.

    Posted in: Data
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    posted a message on I Just Need A Circle

    I really need a glowing circle in a red player color and a blue player color. Should be really easy, I would think, but I am not sure how to do it myself. I have never used 3D Studio Max.

    Kinda like in this diablo video, whenever an aoe spell is cast, a colored circle appears so you can tell what team the spell belongs to. Video Link:

    I will give credit in my map.

    Posted in: Art Assets
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    posted a message on Effects with player color.

    @silvermage: Go

    Mind showing me one? I don't see one with any answer.

    I want my spells to have some sort of effect that shows what team he is on.

    Posted in: Data
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    posted a message on Effects with player color.

    Is there a way to set the tint of an effect to a player color?

    If not, could anyone make me a glowing circle border created with player color? Kinda like in the diablo 3 videos?

    I have no model editing experience, but it doesn't sound too hard.

    Any help would be appreciated in implementing player color in effects.

    Posted in: Data
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    posted a message on Line of Sight Blocker

    @Reaper872: Go

    I would think this would be reasonable, but I am having trouble implementing something like this.

    Posted in: Data
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    posted a message on Line of Sight Blocker

    I want to have a map where pollution flows through pipes, and when it runs through the area with vents, the smog flows out and blocks line of sight.

    However, this means creating a doodad with an off and on animation as well as an off an on effect.

    What would the be the best way to do this?

    Could I create a los blocking smog vent UNIT and simply replace all the units in the area with the on or off state?

    Posted in: Data
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    posted a message on Multiple Arenas

    @ShadowDestroyer: Go

    Come on, someone has to know how to do this!

    Posted in: Terrain
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    posted a message on Multiple Arenas

    So, I am interested in having a map with multiple arenas. With multiple arenas comes multiple tilesets.

    How would I do this? I tried to make a super tileset that included everything, but we are limited to 8 tile types per tileset. I have played a map where there are multiple arenas and every tile set is used.

    Can I create a separate terrain on another map and somehow have it load different terrains or something?

    Posted in: Terrain
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