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    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Check the "barracks reactor addon" actor/model (it was called something like that - I don't have the editor near)

    Posted in: Project Workplace
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    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Is not the wireframe, they're the attachement places of the model.

    I don't remember all of them, but the units were the probe and the reaver, the shield of the arbiter tribunal is extremely big, and the shield battery and the citadel of adun have them small.

    Posted in: Project Workplace
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    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    I'll be at home in about 8 hours. I can start with the modifications I've listed if you want and nobody is editing the mods.

    Posted in: Project Workplace
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    posted a message on [BETA TEST] Remake of Precursor, Enslavers and Stukov Saga

    Hi!

    Yesterday I took the freedom of checking the scbwmod and found some other bugs apart from the listed on the first post. I can solve several of them if you want to.

    Bugs that I think I can solve:

    • The EMP Shockwave of Science Vessel only drains 100 energy.
    • The Burrow animation of Defiler doesn't work. This happens because there are 2 defiler units. I can switch the unit that the larvae produces and it will start working.
    • The Consume of Defiler kills the Defiler. I can just give to it kerrigan's consume ability.
    • The defiler doesn't regenerate energy.
    • The Archon/Dark Archon during the fusion have his normal model and not the Merge model.
    • There are two models in the same actor when hydralisk morphs to lurker.
    • There are some missing shield models (and others with wrong sizes) in some protoss units.
    • There is a green tint when esnare is applied.
    • The Command Center doesn't change its portrait when is infested.
    • Mind control of the Dark Archon. I haven't seen it, but I've already made an ability like this one.
    • The Fleet beacon and command center don't have the "cancel" ability in the command card.
    • Mutalisks have a behaviour of the HotS expansion. In the command card the morph to guardian option is obstructed.
    • The SCV don't have a building animation.
    • The nucelar silo placement model is too big.
    • The armory doesn't have the working animation when it's working.
    • There are some animations missing in some abilities like lockdown.
    • Some units aren't selected when F2 is pressed.

    Bugs that I haven't checked yet or I don't think I can solve:

    • The Nydus canals are all conected, and you have to unload them manually. It can be solved easily with triggers: When unit is charged, unload all in the other extreme if it exists (track the worms by an array), in other case unload all in the transport.
    • Ensnare, Hallucination and Spawn Broodlings description. I don't want to touch this because I don't want to mess with the localization.
    • Esnare doesn't attach to carrier nor aldaris.
    • The Kakaru doesn't have any animation.
    • The creep colony looses its model when morphs to sunken colony.
    • The Ultralisk animation doesn't work very well.
    • There's a problem with attack animation of Sunkern colony.
    • The Hallucination of the Scouts and Reaver when they die have the animation of death of normal units.
    • Goliath doesn't turn to shot.
    • The shield battery has a hole in the center of its model. It Makes hard to select it.
    • Some units (I remember the firebat and the corsair) get some strange tints when cloaked.
    • The archon attack beam births in the floor. Same with his aura.

    Those are all that I remember. I will probably edit this post with more after finding new ones.

    Posted in: Project Workplace
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    posted a message on Text Bugs

    Try this solution... It's a bit crude, but it may work:

    1) Leave only your region's locale (or the one you're working with in the editor).

    2) Activate diferent texts for each region's localization (it creates the folder for each locale copying the only one existing).

    3) Save.

    4) When you modify anything that involves text, redo the process, or the regions excluding the one you're working with will have the older text used.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Victory conditions and black screen?

    Does the event have a triggering player? Maybe that's the cause...

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #131: The Armory

    I liked the theme and went for it.

    Here's my try...

    Posted in: Terrain
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    posted a message on The other side. Cooperative mission (2 players).

    I've reuploaded the map. I believe that it's already classifiable as beta. I would be really glad if I could get some feedback.

    Posted in: Map Feedback
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    posted a message on Help needed, female terran high templar model

    GhostNova91 has already made one

    Posted in: Art Assets
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    posted a message on The other side. Cooperative mission (2 players).

    EDIT 12/02/2014: I've republished the map a third time. It has several mod, terrain, UI and AI improvements. I'll be hosting regulalry around this hour the map in US server to get it tested.

    Link in US SERVER: starcraft://map/1/206794

    Link in EU SERVER: starcraft://map/2/147481

    -New screenshots attached-

    ---

    After a loooong time I believe that my first map is testeable, and I need some criticism of every aspect of it (terrain, grammar, playability, bugs, UI, AI, etc.) to keep advancing in its development.

    It can be found in US and EU arcade with the name: "M1 - Exodus - The other side"

    The mission takes place in Aiur, right after the Overmind's fall, when Zeratul guides the protoss to Shakuras, and Raynor and Fenix stay back guarding the warpgate. One player controls Raynor's Raiders and the other a force in charge of Fenix. It supports singleplayer too. Basically, it consists in escorting safely Aiur's inhabitants (controled by the cpu) from a bunch of roads to the warpgate that is in the base of the players.

    Here is the list with some notes that I could get and I'm already aware of:

    • The map is big. I've thinked in reducing its size, but if I do it, It will reduce the cooperativeness, and encourage the deathball play.

    • The mission is too chaotic, it doesn't give a break. Is for the same reason that the last point. If you have time to get a critical mass, you can just a+click+win. I like the multitasking caused by this game mode. It lasts around 25 minutes of game time, and you don't realize when is about to finish because of its intensity.

    • I haven't adjusted the transmisions yet, so they are repeated in the scripted events.

    • The score screens may not be working fine. I have to take a look at them.

    • The cinematics can be skipped with the "space" key.

    • Remember to have activated the selection of enemy units and the advanced command card.

    • If you want to play solo, don't add a computer, just start it with the empty space.

    Thanks for reading. I hope you enjoy the gameplay.

    Posted in: Map Feedback
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    posted a message on Portrait popup with dialogue

    There's an action in the triggers called "send transmision". It lets you pick the portrait of the unit under the "source". Also you can attach it to a sound and a text, and set its duration.

    Posted in: Triggers
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    posted a message on [misc] Ingame videos

    @the747beast: Go

    I believe I've found the problem.

    It's something that I didn't know and (consequently ) haven't written in the tutorial.

    For some reason that I don't understand, the game doesn't load the video if it has some names. I've tried (after recreating your error) renaming the video under the "import tab" (F9) to "video_wood_1.ogv", and the reference to it in the "textures" tab of the data editor (F7) and the video finally worked for me.

    Good luck.

    Posted in: Tutorials
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    posted a message on [misc] Ingame videos

    Try to reproduce the .ogv file in the vlc player VLC player for windows. If the static is seen there it's a problem of the file. Maybe you can reduce its quality before converting it, or convert it from another source to avoid that static.

    Try to upload the map and the video and i'll try to help you.

    Posted in: Tutorials
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    posted a message on How to make a Dialog Password

    To assign the button to a variable you just have to add an action "set variable" after creating every button and assign it to the "last dialog control created"

    You can make an extra "integer" global variable called "correct digits" (or something like that), and a trigger where you add 1 to it each time the digit typed is correct.

    Example with the combination 139

    EVENT

    Player any uses any dialog item - event click

    ACTIONS

    if then else:

    CONDITIONS

    dialog item used = 1 (the variable for the button with number 1)

    "correct digits" = 0 (the extra integer variable)

    THEN:

    Set variable "correct digits" = 1

    ELSE:

    if then else:

    CONDITIONS;

    dialog item used = 3 (the variable for the button with number 3)

    "correct digits" = 1 (the extra integer variable)

    THEN:

    Set variable "correct digits" = 2

    ELSE:

    if then else:

    CONDITIONS;

    dialog item used = 9 (the variable for the button with number 9)

    "correct digits" = 2 (the extra integer variable)

    THEN:

    set variable "password accepted" = True (a boolean variable)

    ELSE:

    ser variable "correct digits" = 0

    Posted in: Triggers
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    posted a message on [Request] DuGalle/SC1 SCV

    @GhostNova91: Go

    Indeed. I've changed the shaders quality and now the textures work.

    I guess I'll just wait for your model before importing it.

    Thanks for answering and taking the request.

    Posted in: Art Assets
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