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    posted a message on Names of units

    Immortal: Osiros (from Osiris, an Egyptian god that is known for resurrection)

     

    Archer: Ar'kuhn (from arcum, "bow" in Latin)

    Posted in: Map Suggestions/Requests
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    posted a message on [Solved] Creating Shield Impacts on Units with No Shields

    Yes. Go to the model for the unit and add an entry under the attachment properties field and change the keys so that one of the attachment points alreay on the model is referred to as "Shield".

     

    EDIT: Sorry if that's not specific enough, I'm on mobile now.

    Posted in: Data
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    posted a message on SC2 Expansion Dependencies

    Ah okay. Thank you for clearing that up.

    Posted in: Data
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    posted a message on SC2 Expansion Dependencies

    I was asking primarily about non-arcade maps, as some campaigns are available only through testing the document; sorry I didn't make that clear.

     

    I remember trying to use the HotS assets when I only had purchased WoL and I was unable to use the dependency because I did not have the expansion, but perhaps it was because that was before the release of LotV and the availability of the arcade to those with the starter edition.

    Posted in: Data
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    posted a message on SC2 Expansion Dependencies

    To be able to edit and play maps that use HotS, LotV, or Nova dependencies, you must be logged in to a Battle.net account that is registered as having purchased the respective expansion for the mod.

     

    Would it be possible, upon purchasing all of the expansions, to export/re-import every asset in the game and copy/paste XML data from each mod into a separate, user-created mod, and if so, would it be an infringement of the SC2 EULA or Custom Game Acceptable Use Policy?

     

    I ask because this could potentially open up a lot of the most updated custom campaigns to users who haven't yet or do not plan to purchase additional expansions to the game. Though the Acceptable Use Policy permits use of Blizzard assets to create maps and mods, it made me wonder why it is required at all to have purchased the expansions in order to use the dependencies if you could hypothetically re-create them.

     

    Is there perhaps a hard-coded difference in the scripting of the editor engine itself in the newer dependencies that is required for the data entries and assets to function correctly?

    Posted in: Data
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    posted a message on How to make a trained unit come out of a drop pod

    I'd have a look at how the Merc Compound and Barracks Orbital Strike upgrade do it in the Liberty campaign dependencies.

     

    A precursor is created and a delay is made before the actual creation of the trained unit. The drop pod model itself comes from an actor created as a result of the train effect.

    Posted in: Data
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    Got the cast off! No fractures, so only about 4 weeks.

     

    Gameplay from tbriggs01:

     

    tbriggs01

     

    This map is still a ways from completion, I just got a block done (first landing zone and objective setup) and felt it could make a nice gameplay screenshot. This is, as you can tell, the night version of the map, where you get Thorne as your secondary hero.

    Posted in: Project Workplace
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    posted a message on Wanting to get into Model Making, how should I start?

     There's always Blender, though if you can get 3ds Max I'd try it out.

    Quote from aZergBaneling >>

    Blizzard uses 3ds Max to make its models. Personally, I prefer Blender with PrintIn's .m3 addon, but if you get around to learning 3ds Max you'll be able to do more since it's more powerful.

     

    If you end up using Blender, there are a lot of tutorials on this site. I'd first have a look at PrintIn's tutorials on animation and model attachment to get a grasp of what to do and how to use the Blender interface effectively.

     

    Be aware that 3D modelling is a whole different world from using the editor; it'll take patience and time to get to know your way around.

    And for future reference, I'd post something like this under Artist Tavern as the tutorial section isn't for posting questions (it said that in the old version of the forums but it doesn't show anymore).

    Posted in: Artist Tavern
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    posted a message on [Solved] Change [Pitch/Roll] of [Actor/Model] at [Rate]

    You could use Site Operation (Forward/Up Vector) actors (as used in the artillery turret from DrSuperEvil's public data assets) or Look At actors to acquire a target for the actor to point at and use trig functions in a trigger to dynamically move the target in the 3D game space.

     

    Site Operation (Rotator) actors can be used if you just want your actor to stay at a certain angle on any axis by setting the starting angle to the desired angle and the rate to 0, or if you want it to rotate at a constant rate on any axis.

    Posted in: Triggers
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    posted a message on How to get started

    Blizzard uses 3ds Max to make its models. Personally, I prefer Blender with PrintIn's .m3 addon, but if you get around to learning 3ds Max you'll be able to do more since it's more powerful.

     

    If you end up using Blender, there are a lot of tutorials on this site. I'd first have a look at PrintIn's tutorials on animation and model attachment to get a grasp of what to do and how to use the Blender interface effectively.

     

    Be aware that 3D modelling is a whole different world from using the editor; it'll take patience and time to get to know your way around.

    Posted in: Artist Tavern
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    posted a message on add actor - Event

    Actor Creation > Attach Model Offset (use an actor, not a model).

     

    The conventional way though is to use site operations. Check out ProziacMuze's tutorial for an introduction:

     

    https://www.sc2mapster.com/forums/resources/tutorials/179664-data-working-with-attachments-beginner-difficulty

    Posted in: Data
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    posted a message on Use any unit of a unit type.

    If you're trying to have an event to the effect of "Any unit enters range of any unit", as far as I know you'd have to have something like a behavior on each unit with a periodic search effect or the like and have the trigger check for the impact effect.

     

    You could also change the Shadow Cannon ability to autocast, if that's all you need to have happen.

    Posted in: Triggers
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    posted a message on Acquire/Attack Priorities for a Weapon while Moving

    Give the effect that removes the behavior a validator that checks for the behavior, applied by the caster.

     

    And I think he means that the Cyclone's ability does what I described.

    Posted in: Data
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    posted a message on Particles and ribbons and their workings in Blender

    Coincidentally enough, Cacho56 actually posted this just a few days ago. I believe it should fix your particle/ribbon issues.

    Posted in: Artist Tavern
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    posted a message on Acquire/Attack Priorities for a Weapon while Moving

    You could have an ability that is a smart command and can be set to autocast (with appropriate autocast validators/filters) that applies a behavior to a target unit and searches for and removes any other instances of that behavior from the caster. Give the behavior an infinite duration. Then just add a validator to the effect of the weapon that checks for that behavior.

    Posted in: Data
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