• 0

    posted a message on Using catalog triggers

    Thanks Bashar... I have a little bit better grasp but am still unsure what am I supposed to be putting in each field of the trigger...

    How do I know which of the 51 catalogs i need to use?

    Entry i can find easy enough from the effect name in the data editor.

    Field Path looks really daunting and I am getting completely lost.

    So the first 3 fields are ways of telling the trigger what exactly in the data editor you are trying to access, is that correct? If so, I don't see how I can use the trigger to ultimately make the ability I'm shooting for. Is the implementation of the data editor all through the very last field?

    Posted in: Triggers
  • 0

    posted a message on Using catalog triggers

    @zenx1: Go

    The catalog triggers somehow communicate with the data editor based on what's going on in game.... just not sure how!

    Posted in: Triggers
  • 0

    posted a message on Using catalog triggers

    What I'm trying to do is give a unit a life steal ability that returns a % of weapon dmg upon every attack, but the damage of the unit is partially non-hardcoded (as in, based off of buffs / other stuff and is in green text in the UI). I understand I need to use catalog triggers as a workaround, but don't know the first thing about them. Which trigger should I be using and how?

    Posted in: Triggers
  • 0

    posted a message on Revealing an area based on height

    @Batomys: Go

    Problem with this is that I have to painstakingly fit regions to every area around the map while avoiding the walls.

    @BasharTeg: Go

    Awesome idea, I think I'll go with this. Thanks.

    Posted in: Triggers
  • 0

    posted a message on Green-background dialogs

    @Kueken531: Go

    Hmm I see. Not familiar with dialogs, looking through this (http://www.sc2mapster.com/wiki/galaxy/triggers/category-dialog/) but am not really sure what to do with it. Any tips on getting started? Don't even know what trigger to use.

    Posted in: Triggers
  • 0

    posted a message on (Solved) Increasing sensor tower range

    I found out to adjust the radar actor, so the radius of the white minimap line increases, but this change doesn't reflect exactly the range it is able to identify those little red blips. I think it is set somewhere in the tower's behavior, but I'm unable to find exactly where in the behavior this is edited. Thanks!

    Posted in: Data
  • 0

    posted a message on Revealing an area based on height

    Say I want a revealer to reveal an area, but don't want the area around the highest cliff level to be revealed. Using "check cliff level" doesn't work because it doesn't see around corners and I end up with vision similar to a unit placed in the center of that region. I'm trying to reveal the whole inside of an installation-type map but don't want the highest level of terrain, like the area "inside the walls," to be revealed too. Thanks for any help

    Posted in: Triggers
  • 0

    posted a message on Green-background dialogs

    I'm experimenting with different ways of putting words on screen for the interaction of characters but can't figure out how to create dialog boxes like this:

    (look at 2:41)

    Sorry for being a noob, but which trigger action is this?

    Posted in: Triggers
  • 0

    posted a message on How do regions detect doodads?

    I'm working on destroying all doodads in a region with trigger, but need to be precise with the area my region covers. If I have a trigger that destroys all doodads in a region, how does the editor consider what doodads are really "in" the region? Ones where they are even the tiniest bit inside? Ones where over half of them are inside? I'm having a hard time figuring this out, if anyone has stumbled across the answer let me know.

    Posted in: Triggers
  • 0

    posted a message on looking for inspiration on fortress door

    @ScrinKing: Go

    Nothing much more than this, the rest of the map is inside the base. This is really the only exterior shot.

    Posted in: Terrain
  • 0

    posted a message on looking for inspiration on fortress door

    @Nebuli2: Go

    finished product:

    gate4

    added rock slopes down both sides (only 1 visible) and more doodads back above the door that fit into rock cliff. also darkened some doodads such as the fan to add contrast.

    Posted in: Terrain
  • 0

    posted a message on looking for inspiration on fortress door

    @Mozared: Go

    Getting closer:

    gate3

    Half the work is finding rock doodads that I can stretch into the appropriate slant to make it seem like the base is built in as an intrusion on the natural formation.

    Posted in: Terrain
  • 0

    posted a message on looking for inspiration on fortress door

    @Mozared: Go

    Ah I see, that makes more sense. Thanks for the insight and logic I'll definitely take this into consideration for my next version.

    Posted in: Terrain
  • 0

    posted a message on looking for inspiration on fortress door

    @Mozared: Go

    Thanks a ton you guys. I took everything you said into consideration. After putting way more time into this than I'm comfortable sharing, here is where I am at so far.

    gate2

    The majority of the time was spent fitting doodads above the door and recoloring a few to make them mesh nicely. There are also a few visible layers of doodads that go pretty deep behind the resize castanar windows to give a feeling of complexity. The base is supposed to be in disrepair so there's a lot of junk around. The addition of the dunes didn't seem to pop out much to the viewer due to the angle of the shot but I still enhanced the blending of the terrain. I think the crates and random doodads around the door really add a lot too.

    And yes, Ababner, that is what I'm going for, a semi-abandoned base with a few people holding out inside. Makes me feel good you guessed right!

    Posted in: Terrain
  • 0

    posted a message on looking for inspiration on fortress door

    So my opening cinematic pertains largely to a hero walking up to a big, cool Terran stronghold door built right into a mountainside. I'm having a hard time making the door look epic, I've only been with the editor for about a month and could use some criticism.

    gate1

    Posted in: Terrain
  • To post a comment, please or register a new account.