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    posted a message on Campaign Tutorial

    Can you include how to make a quick and simple Campaign launcher? for some reason I haven't been able to found a tutorial for it around the forums.

    Also if you can, maybe a bit on how to make multiple map areas (Like the Black Khan, CM-04 I think) even just a reference to some other tutorial or asset is fine for either though.

    Posted in: Tutorials
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    posted a message on Imported units appear black

    @TaylorMouse: Go

    Thanks! that solved my issue with the pitch black unit and objects, what a noobie mistake that was.

    If I may impose again though, the units are still not appearing in preview on the editor, would you happen to know why?

    Posted in: Artist Tavern
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    posted a message on Tutorial Request

    A tutorial on how to do and manage (import/export) animations for existing or imported sc2 units for 3ds max would be nice.

    Kind of like a more detailed 3ds max version for this if possible: http://www.sc2mapster.com/forums/resources/tutorials/36502-blender-how-to-create-an-animation-m3a-for-an-existing/

    Posted in: Tutorials
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    posted a message on Imported units appear black

    I'm having an issue when importing units into 3ds max, and that is that when I do, instead of properly displaying it's applied material/texture it appears as black, and so does any other object created on the scene after that, objects do not appear in rendering, nor does the unit appear when previewed in the editor's cutscene editor.

    Does anyone know what is happening that can help me please? I'm using 3ds Max 2011 with TaylorMouse's importer v2.1 and the units used for example are marine and maurader, for some reason nova works well though...

    Posted in: Artist Tavern
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    posted a message on [Help] "corpse" unit of Nova

    @TyaArcade: Go

    Wait, so I change the actor type or I make a whole new doodad?

    Edit: So I went ahead and added some events to the actor of the copy unit I made out of duplicating Nova, the actor being a copy as well. Anyway I added the following events at the end of the list without touching any of the others:

    Actor Creation

    TimerSet 0.0_, 2.5_ Pause

    TimerExpired

    TimerName Pause AnimSetPauseAll

    No changes from what I could see, set models to High already, also I did this mostly following what I found in this thread after scouring around for a bit http://www.sc2mapster.com/forums/development/data/14971-litter-me-with-corpses/

    Posted in: Data
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    posted a message on Spore Cannon Drop Pod Launcher

    @MaskedImposter: Go

    Edit: nevermind I see someone already answered about the game, still awesome unit concept :)

    Also, can it go faster? how many units can you send in 1 go?

    Posted in: Data Assets
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    posted a message on [Help] "corpse" unit of Nova

    I need some help to make a "corpse" unit of Nova or atleast a selectable doodad of her dead with some descriptive tooltip. So far I've tried changing her actor to a doodad type actor and also messing around with her stand, birth, death animations in the events so as to replace her stand animation with a "frozen" state of her death animation, but it all ends with the model completely disappearing, so if anyone has some tips or guidance for me on how to do this I'd appreciate it very much.

    Posted in: Data
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    posted a message on Create unit if target dies buff

    I'm trying to make an "infested" buff on marines that will spawn an infested terran egg if target marine dies while buff is on.

    How do I go about this in the data editor?

    Posted in: Data
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    posted a message on Ability-Casting Turret or any similar work-around

    Well, yeah, I wouldn't want the final version of the map to be all clunky and funny-looking it'd look kind of cheap and effort-less.

    So do I need a whole new model for the Virophage since I want to place the simulated turret in the place of its original turret?

    That'd mean 2 models right?

    the seperate head of the virophage

    the virophage's base (without the head)

    Posted in: Data
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    posted a message on Ability-Casting Turret or any similar work-around

    Ok, I'll get to work on it then, thx.

    Posted in: Data
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    posted a message on Ability-Casting Turret or any similar work-around

    haha sorry guys ' it's just I want to make it as clean as possible so as to not mess with the weapons because of the attack effects I want to add later on.

    Is the casting arc on the ability or turret?

    In any case I'll try manually 1 more time if nothing then I'll take you up on that offer Dr, thanks.

    Posted in: Data
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    posted a message on Ability-Casting Turret or any similar work-around

    I need a structure unit which uses a turret to cast a certain Effect-Target Ability, but when ordered to do so it won't turn the turret to point at the target, thus not firing the ability at all.

    Point being I need to somehow be able to give the turret this ability which doesn't seem to be possible with the actual editor, so is there any way to have something similar or a nice enough work-around? like making the turret be an actual unit?

    Posted in: Data
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    posted a message on 2 attacks 1 unit

    Ok, sorry, I was kind of confused about how I wanted to do this at first but I have a clearer idea now.

    So I think the attack (infest) for now is fine as it is, so no need for 2 attacks.

    1st task:

    But what I'm needing right now is a UI progress bar displayed for either the caster or the target or preferably both, and the same color, that measures how much left untill infestation is completed.

    2nd task (stage 1):

    After that I need a splash damage effect that will create a DoT and will be gradually intensifying by time spent under the virophages attack, and the splash damage should be less intensified the farther away from the virophages main attack target, also this attack should barely damage robotic and mechanical units but still fully affect biological units in the splash AoE.

    2nd task (stage 2):

    After units are affected by the splash damage effect they should trigger a (behaviour?) buff that will spread a less intensified version of the spash damage to other nearby biological units with a chance that these units will be caught by the behaviour as well, (something like a viral/spreading irradiation), this should be all combined with the accumulating DoT from both the splash damage effect from the main attack and from the behaviour.

    2nd task (stage 3(final)):

    And last but not least I want an accumulating chance system that will either instantly infest or force morph (cancellable by destruction) into infested units.

    Sooo yeah, Incredibly complicated lol. Pretty much some of the gibberish on the 2nd task I can do by myself but I still need some guidance as to where to start.

    Posted in: Data
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    posted a message on 2 attacks 1 unit

    @DrSuperEvil: Go

    Forgive my ignorance but, overriding the other commands how? from what I've seen (which is probably off the mark) there's not much linking the weapon (do you mean the "unit" weapon or the actual weapon?) to the other commands.

    Posted in: Data
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    posted a message on 2 attacks 1 unit

    Just as the title says, I want to give the Virophage the colony infestation ability but I've tried all kinds of ways now and no such luck, somehow it seems the virophage just won't fire to start the channeling.

    Played around with actors, weapons, the turret, still couldn't find the issue. So as a scapegoat solution I found out that I could use the virophages attack and replace its vile stream effects for colony infestation effects, still, one issue remains, I want the virophage to have the infestation ability for buildings/structures but I also want it to have an actual attack which will damage and have other effects on units.

    So is it possible can I somehow give the virophague 2 attacks? 1 for structures and 1 for other units?

    Posted in: Data
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