• 0

    posted a message on ModelSwap Wierd Scaling Problem

    So I'm making a map and the user can choose to change the "skin" of their unit from 50-60 different options, which calls a ModelSwap action. I have rescaled all the models so that they end up about the same size. All the models work perfectly well, except for the science vessel which I just tried to add in. It was somehow carrying the scale factor of the previous model rather than using it's own scale factor. I have over 50 others and none of them have this problem.

    So, I copied an actor of a different model that was working properly, and changed the Model, Scale, and Radius fields to those of the Science Vessel. Then it worked perfectly...

    My question is simply, what da hell is going on here?

    Posted in: Data
  • 0

    posted a message on What does the "Custom Script" Option mean?
    Quote from SoulTaker916: Go

    It allows for the insertion of galaxy code. its mostly useless since if you seem to be making the in the GUI. However the system allows the possibility if you so desired.

    Obviously it allows for the insertion of galaxy code, but what's special about the option itself, I.E., what's the difference between enabling the option and just keeping it disabled and typing in your galaxy script in a CustomScript action?

    Posted in: Triggers
  • 0

    posted a message on What does the "Custom Script" Option mean?

    When creating an action/function/etc, one of the options is "custom script," was playing around with it and not sure what exactly it does.

    I created an action and made it a custom script, tried to give it some parameters, but then when I went to call the function I couldn't put in any parameters. Does that mean it just inlines your code?

    Posted in: Triggers
  • 0

    posted a message on Model Attachment Scaling Problems
    Quote from secondsmth: Go

    When you swap the model, set the WalkAnimMoveSpeed value under the animation tab in the actor to the original movement speed of the unit your new model originally comes from. You can do this with an actor event. You should not have to adjust animation speed any other way.

    So let's say zergling has a movement speed of 2.95, and in its actor the WalkAnimMoveSpeed is set to whatever. If you want to swap in a Kerrigan model, and the Kerrigan unit which had that model originally has a movement speed of 2 (for example), you should add another actor event to set WalkAnimMoveSpeed for the actor to 2. The actor should then adjust for size and speed on its own if I remember correctly.

    (WalkAnimMoveSpeed is what it will look like in the actor event, Walking Animation Movement Speed is the full name I believe)

    Hmm, interesting, but that is actually far more work than what I did, which was just copy-paste 0.9999 to all the unit models with 1 as their animation movement speed.

    Posted in: Data
  • 0

    posted a message on Model Attachment Scaling Problems
    Quote from SoulFilcher: Go

    @Apollys: Go If I remember it right you can change the fire actor so it won't inherit the scale of the unit's model.

    Ahah! Yess man you're the best.

    EDIT: It was a bit complicated. I had to set the medium fire actor to not accept the size property transfer, and then in the actor for my ability effect I had to set the absolute size on actor creation.

    I've also run into some other problems with modelswapping and found some wierd things out that might help some people. I was modifying the animation speeds for each model, and had a bug where animation speeds would carry over from one model to another after i swapped. The fix to this was to set all animtion speeds to non-unity, it appears that in a model swap the animation speed is ignored if the value is 1. The same thing applies to the model's scale value.

    Everything solved for now, sweet.

    Posted in: Data
  • 0

    posted a message on Model Attachment Scaling Problems

    Here's the basic idea:

    The player controls a unit. Through in-game UI, the player can choose different "skins" for his unit which sends a ModelSwap message to the unit's actor.

    The player also has an ability that engulfs the unit in fire. The ability generates ModelAddition effect with the model FireMedium.

    But here's where the problem arises... I have rescaled all the models to be the same size, which means that a unit like the ultralisk will have a small scale like .5, while a zergling will have a scale more like 1.5. Due to this, the fire effect ends up being much larger for the zergling, and tiny for the ultralisk. I tried to create an actor event on creation to SetScaleAbsolute, but it didn't seem to do anything. Is the fire's scale constantly refreshing as it animates or something?

    Any ideas would be much appreciated.

    Posted in: Data
  • 0

    posted a message on How to permanently kill a trigger? (Getting error: too many threads)
    Quote from FunkyUserName: Go

    @Apollys: Go

    you might consider this useful: http://www.sc2mapster.com/forums/development/triggers/65013-trigger-destroy-script-obfuscation/

    Sweet, this looks exactly like what I want. I'll test it out, though I did already manage to solve my problem by completely rebuilding the system, but it's a messy solution.. I'd rather use this.

    Posted in: Triggers
  • 0

    posted a message on How to permanently kill a trigger? (Getting error: too many threads)

    So I am periodically creating a trigger, which runs for a short while, and then is done and needs to be killed for good so that it no longer eats up cpu time, memory, etc. I've tried TriggerStop(trigger), but that seems to not be what I'm looking for. I then moved on to try TriggerEnable(trigger, false), however that doesn't actually get rid of the trigger since I know it can still be run via the run trigger action.

    What can I do to get around this issue?

    Some more detail on the scenario: I'm creating units, having them crash into eachother, and then explode. I don't know ahead of time where they will crash, so at the unit's creation time I call TriggerCreate and then TriggerAddEvenUnitRange to set up the collision detection.

    Posted in: Triggers
  • 0

    posted a message on Custom Buttons For Toggled Ability
    Quote from SoulFilcher: Go

    @Apollys: Go What you have to do is use the desaturated image as the alpha channel, and leave the image white. That's how Blizzard's monochrome icons are done. I also suggest increasing the brightness of the desaturated image because the result tends to be darker than usual.

    Dude thanks man I'll give that a shot

    Edit: HELL YEAH it worked, man thats genius. Thanks so much you have no idea how frustrated I've been!

    Posted in: Artist Tavern
  • 0

    posted a message on Custom Buttons For Toggled Ability

    So the basic idea I'm following is having one color icon and then make a desaturated version as the "ability active" button. However I'm running into some issues...

    For proof of concept, I started with the Blizzard icon protoss-invulnerabilityshield (color), desaturated the image, imported the result (saved as a .dds) back into the editor, and set the imported image to be my custom button icon. However, I'm not getting the "highlighted" affect that normally appears on icons when an ability is active. I am assuming this stems from the icon's transparency. I have used several different image editors including gimp and Visual Studio to ensure the alpha channel is correct, but whenever I import it into the editor and launch up the game, I get the same result.

    Any recommendations from people who make their own icons?

    Posted in: Artist Tavern
  • 0

    posted a message on Hide chat message

    All messages starting with "/" are hidden/disabled on Battlenet already - the slash is reserved for Battlenet commands.

    Posted in: Triggers
  • 0

    posted a message on How to Pause Ability Cooldowns?
    Quote from FunkyUserName: Go

    @Apollys: Go

    in triggers you can activate/deactivate an ability for a unit. this pauses also the cd of this ability. (i tested it with the ability InfestedTerrans, cd set to 10)

    Cool thanks.

    In my case though, I really want the player to still be able to cast the ability, I just want the cooldown paused if it has a cooldown.

    However, the Pause/Unpause All Cooldowns for Player is not working for me, is this effect broken?

    Posted in: Triggers
  • 0

    posted a message on How to Pause Ability Cooldowns?

    I would like to create a trigger that stops an ability's cooldown from counting down. (NB: not ALL abilities)

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