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    posted a message on Hiding the cargo information

    Does anyone know of any way to hide the cargo information from a transport? ie, show the weapons and armor statistics of the transport instead of the units inside of it?

    I want to make multiple types of transports but I dont want the cargo units showing on the info pane.

    Posted in: Data
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    posted a message on Units grows larger with each upgrade?

    @Lucavious: Go

    about an hours worth of trigger play produced this:

    Link Removed: http://www.mediafire.com/file/bzlg9zpze4azh02/Test - Size Modifying Upgrades.SC2Map

    I believe this accomplishes what you are looking for efficiently. Hope it's what you wanted.

    [Note] The growth variables represent percentage of original size.

    Posted in: Data
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    posted a message on Orbital strike?

    @DrSuperEvil: Go

    Thats almost exactly what i did. A satellite unit above the target does the planet cracker on command.

    Posted in: Data
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    posted a message on Camera Driven Aircraft Pitch

    Excellent groundwork. Thank you muchly!

    Posted in: Triggers
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    posted a message on Camera Driven Aircraft Pitch

    I was wondering if anyone had any clues as to how to work an aircrafts pitch in relation to camera pitch?

    I have figured out a way to turn a siege turret using triggers and actor messages and was wondering if anyone knew an actor message to change a flyers pitch?

    I would like to link it to the camera pitch so that I can actually fly the ships with the mouse.

    Posted in: Triggers
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    posted a message on Frame around the unit

    Fugired it out:

    1.Trigger:
    Unit Selection - [unit] is Highlighted by [Player]

    2. Actor Message:
    Actor - Send actor message (ActorMessage("[HaloStart|HaloStop]")) to main actor of unit [unit]

    3. Video Options:
    Post-Processing>>Medium:(Halos Enabled)
    Shaders>>Medium or higher

    There you go.

    Posted in: Triggers
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    posted a message on Frame around the unit

    Its the same thing they use in story mode in the Hyperion. You hover over something interactable and it outlines it. Looking into it.

    Posted in: Triggers
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    posted a message on Orbital strike?

    Abilities and triggers come together to strike the ground with 100 million TeraVolts of pure, unadulterated energy.

    Link Removed: http://www.mediafire.com/file/29uo9ab37adjoyo/Test - Orbital Cannon.SC2Map

    Used a satellite unit to show on hero pane when available and to make the bean emission easy.

    Posted in: Data
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    posted a message on Rotating a turret through triggers?

    I don't know if this has been solved in another thread but thanks to s3rius's scripts, I was able to find a method to directly effect the turret rotation.

    <File Reposted Below>

    I have linked the turret rotation with an FPS style camera to better control the turrets movement. All of the turret control information is in the "Turret Update" trigger. TurretPosition[3] is the x([0]), y([1]), and z([2]) values of the turret actor. Also I have found out how to make s3rius's scripts from the presets. Lastly, keep in mind that s3rius has (and I maintained this) deleted the create events from the turret actors in question, which seems to be a vital part. Variables TurretPosition[3], xOfPolarPoint, and yOfPolarPoint are used in the turret trigger.

    The rest of the triggers and variables are for unit movement via arrow pad and camera control in FPS style.

    I hope this helps all those who come next. And again, thank you s3rius.

    Posted in: Miscellaneous Development
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