You have to scroll down in the Scene menu (where all the m3 customization options are). There is one section called "Rigid bodies". Add one there in pose mode while editing the armature.
Then, select it in the menu where it just appeared, and scroll down to the "M3 physic shapes" section, where you can give a shape to it.
You have to edit the model of the bridge (or use another one). It has to have a collidable and walkable rigid body, Check the bones of other bridges that work.
You could also give a behavior to the unit that walks over it and increase its height via actor messages, but it wouldn't look as well as the rigid body.
If you need to have units walking over and under the bridge simultaneously, you would have to use the behavior approach, since the rigid body would make every unit walk over it.
Yes you can. All the portrait models have two bones called camera portrait and camera avatar. You just have to move them with blender or 3dmax and reimport the models to the game.
The first issue shouldn't be a problem if the unit hasn't collision, has an invisible actor and is invulnerable (with high hp and regeneration just in case).
About the control groups, you could remove it from them in the same periodic event that moves it to the camera target (for each player and for each integer from 1 to 10, if the unit is in the control group, remove it from it). It would stay in the group for the 1/32 sec that the periodic event takes to be launched. If the unit had a low selection priority, it wouldn't be even noticed.
Only after selecting the dummy hero. Notice that you would have to displace it by 1,75 squares on the y axis, and due latency it wouldn't be perfectly fluid
How about giving your dummy hero no collision, and moving it instantly to the objective of the player's camera with a periodic event (or when it's selected)? If the player double clicks on it, the camera wouldn't move, but he/she would lose the space function to jump to the last event location.
The calldown effect can be achieved easily with dialogs. You would just need a .dds image for each frame, and a loop switching it after it's used until it's usable again.
0
You just have to remove its footprint. Check the data fields in the unit tab.
0
I followed the main principle of adding more rocks.
Here's the result:
0
My fault.
You have to make a bone before creating the rigid body, and write its name in the "bone" field
0
You have to scroll down in the Scene menu (where all the m3 customization options are). There is one section called "Rigid bodies". Add one there in pose mode while editing the armature.
Then, select it in the menu where it just appeared, and scroll down to the "M3 physic shapes" section, where you can give a shape to it.
0
You have to edit the model of the bridge (or use another one). It has to have a collidable and walkable rigid body, Check the bones of other bridges that work.
You could also give a behavior to the unit that walks over it and increase its height via actor messages, but it wouldn't look as well as the rigid body.
If you need to have units walking over and under the bridge simultaneously, you would have to use the behavior approach, since the rigid body would make every unit walk over it.
0
You can remove/mute the sound assets from the UI_ActionButtonSelect in the sounds tab of the data editor.
0
@Alevice: Go
Ohh, sorry. The link wasn't updated. Anyway, I've reuploaded it because I've changed it a little since the last time.
0
Yes you can. All the portrait models have two bones called camera portrait and camera avatar. You just have to move them with blender or 3dmax and reimport the models to the game.
0
Another bump!
I've finally found a way to create a .lnk (shortcut) file via batch. The tutorial has been updated again.
0
Here's the update.
0
@Kabelkorven: Go
The first issue shouldn't be a problem if the unit hasn't collision, has an invisible actor and is invulnerable (with high hp and regeneration just in case).
About the control groups, you could remove it from them in the same periodic event that moves it to the camera target (for each player and for each integer from 1 to 10, if the unit is in the control group, remove it from it). It would stay in the group for the 1/32 sec that the periodic event takes to be launched. If the unit had a low selection priority, it wouldn't be even noticed.
0
@Kabelkorven: Go
Nope, that's just all that comes to my mind.
0
@Mozared: Go
Got it! I was going to use red fog effects all around that zone, but I spent most of the time in the urbanistic area.
Looks like the topic it isn't that obvious with that picture... I'll fix that and add better quality images when I reach home.
@FunkyUserName: Go
Yes, they were. I remember one WTE destinated specifically to a team's project.
EDIT: BTW, now that I think about it, It fits perfectly with "The great wall" WTE. I haven't noticed it.
0
@Kabelkorven: Go
Only after selecting the dummy hero. Notice that you would have to displace it by 1,75 squares on the y axis, and due latency it wouldn't be perfectly fluid
0
This isn't a perfect solution, but could work:
How about giving your dummy hero no collision, and moving it instantly to the objective of the player's camera with a periodic event (or when it's selected)? If the player double clicks on it, the camera wouldn't move, but he/she would lose the space function to jump to the last event location.
The calldown effect can be achieved easily with dialogs. You would just need a .dds image for each frame, and a loop switching it after it's used until it's usable again.