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    posted a message on (unique?) problem with the Devil Dog unit (model-related)

    So my map has a hero devil dog with an inventory. I'm trying to get the inventory model to display, but there is some weird graphical error that screws up the reference point for the inventory model. Here's a picture: the normal firebat is on the left, the Devil Dog mercenary on the right.

    devildogissue

    So... what's the deal? Not sure if it will take 3dmax editing or what, but this is an extremely annoying bug. I feel like if someone has any 3dmax experience this would be an easy fix because it only deals with changing the viewpoint of 1 camera in space, but is this the only way to go about fixing this?

    Posted in: Artist Tavern
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    posted a message on Possible to make a canyon of width 5?

    @Khaztr: Go

    You can just make some of the canyon area unpathable (not able to be walked on) if you are really adamant about the width (hotkey H).

    Posted in: Terrain
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    posted a message on How to make smart attack ignore blockades

    @illidans911: Go

    Check out the campaign mission where you have capture and escort the Odin... the Odin has a behavior just like your describing. Walks over buildings if path is blocked.

    Posted in: Data
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    posted a message on putting models / actors IN the inventory

    @DrSuperEvil: Go

    Not sure how there came to be two of these topics, that's weird. I get the whole model thing but the problem is actually more complicated... see:

    http://www.sc2mapster.com/forums/development/data/33372-putting-models-actors-in-the-inventory/#p6

    Posted in: Data
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    posted a message on putting models / actors IN the inventory

    @Kueken531: Go

    I put together a picture to show what I mean with the error. The left is how it SHOULD look (regular firebat) and the right is with all the exact same conditions, only with a Devil Dog mercenary model instead.

    In case you are wondering, yes these pictures are with my phone, and yes I am that big of a noob that I can't take screens of SC2.

    Posted in: Data
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    posted a message on putting models / actors IN the inventory

    @Kueken531: Go

    You're right Kueken, that should work. and it works for every unit i try to test through the Model field except the one I am using: the Devil Dog.

    I've tried marines, zealots, firebats, ect and everything else looks great. Maybe someone else can check this for me and see if the Devil Dog firebat mercenary doesn't display right on their screens, either. For me, the unit appears to be viewed from too low of a Z-axis viewpoint, so only his feet and lower legs are visible in the frame. The bottoms of his feet are right in the middle of the inventory where a regular unit's chest should be. So weird and annoying!....

    Is there some way to drop a model down in its model view?

    Posted in: Data
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    posted a message on Shared inventory bag between heroes

    My map has a few heroes and I want them to share an inventory bag (as in most RPGs where you control 2+ heroes) how do I accomplish this?

    Posted in: Data
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    posted a message on putting models / actors IN the inventory

    I have been looking for an hour for this youtube video, but can't find it, so I hope my description works.

    What I want to do is when a unit opens their inventory, say a marine, this is a literal marine model standing there breathing, chilling and fidgeting, in the box with the equipment slots. the slots can be easily manipulated to leave open gaps with the right row / column arrangement, but I'm not sure how to get the marine model in there. it's a really cool effect I'd like to replicate.

    Posted in: Data
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    posted a message on putting models / actors IN the inventory

    I have been looking for an hour for this youtube video, but can't find it, so I hope my description works.

    What I want to do is when a unit opens their inventory, say a marine, this is a literal marine model standing there breathing, chilling and fidgeting, in the box with the equipment slots. the slots can be easily manipulated to leave open gaps with the right row / column arrangement, but I'm not sure how to get the marine model in there. it's a really cool effect I'd like to replicate.

    Posted in: Data
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    posted a message on Using catalog triggers

    @BasharTeg: Go

    OK so my life steal ability takes into account two damage values: the overall damage of the unit itself + dmg gained from veterancy.

    So I need two trigger actions that are "Catalog Field Value Set" to set the overall damage and the veterancy damage to catalog variables, right? Then I have to add these two catalogs somehow (using either the Catalog Link Replacement or the Catalog Link Replace trigger, not sure which one), then I have to replace that added value with another Catalog right?

    Posted in: Triggers
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    posted a message on Item: lower shield regeneration delay

    @JimyStyles: Go

    Say your shields normally start to regen at 10 seconds. What if you made an item that gives X shields to the unit at 4, 5, 6, 7, 8 and 9 seconds, granted that the unit wasn't being attacked during that duration?

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #70: Hold the Line

    @Mozared: Go

    I feel like this one is hard because it's so action oriented.... would be best suited if a battle was set up and a screen cap was made in-game I think so you can see some blood and muzzle flashes. Just my two cents.

    Posted in: Terrain
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    posted a message on Using catalog triggers

    @Talon0815: Go

    That actually would only work if I only want to consider damage that is coded right into the unit for the life steal (ie, the white numbers in the unit UI). Damage from behaviors and veterancy ("plus" green numbers) are not considered when making the calculation of how much to steal, hence my complicated problem :(

    @BasharTeg: Go

    Awesome analogy. I definitely "get" the whole catalog thing now, but I'm not sure how to apply it to a unit for life steal. So I'd make the lifesteal behavior, then apply it through the catalog trigger, correct? If so, will my lifesteal behavior (passive ability) have to overwrite another ability, such as in the charge to blink example? So I have to make a dummy ability that is then overwritten, right?

    And through this, the problem I just noted to Talon will be avoided?

    Trying to wrap my head around this whole crazy thing. Thanks a ton for the help.

    Posted in: Triggers
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    posted a message on Issue order: attack TO unit

    How can I issue an order to move to a specific unit while engaging all hostiles on the way there?

    Posted in: Triggers
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    posted a message on firebat beam help

    @Turtlelink2: Go

    To my knowledge the firebat weapon isn't really a beam... try attacking something with a firebat and quickly turn him away and he will spray some fire in the direction he turns. I think it's more of a create persistent thing. That being said, the firebat's weapon is one of the most complicated normal attacks in the game in the editor. If you want just a flame jet sort of attack I recommend that you just modify the axis measurements of the weapon's model. If it's doing too much damage you can always just lower the total output through the weapon itself...

    Posted in: Data
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