im not done with it trying to figure out how to create an animation with an object to fade in and outlike a box that has an sc2map on it like a waypoint to go to activated then deaticivated by changing the opacity of the object
i have a question i try exporting an m3 model i have created with animation i keep getting an error that says unknown exception i am using 3dsmax 2012 x64
note: it only errors when i try to export it with an animation further investigation it is doing it with previous models i have create with the older plugins and 3dsmax 2010 <- i believe
edit: I updated my 3dsmax to the latest update sp2, update 12 and it is able to export the model with animation
4. copy the tripper stuff like what i have shown and in trigger editor create a New Custom Script
5. paste that trigger stuff into it
6. now back to the script you will need to know the name of the unit you are referencing mine is downLevel search for it it should come up as gv_downLevel
i seen a thread that sorta answers this question but it isn't easy to follow so i am suggestion either a full trigger tutorial on how to do it or a full data tutorial on how to do it if anyone canhelp me that would be great
1. you set the ability to have Autocast and Autocast On checked in ability flags
2. set the autocast radius to something large like 10 __< where in the data editor is this
3. add an autocast validator that is of type Combine, in it you'll have one validator that checks the behavior count so that the larva inject isn't present on the hatchery and another Combine validator that combines 'target unit is hatchery', 'target unit is lair', 'target unit is hive' validators with the "OR" setting.
You can leave out the lair and hive stuff if you don't use those in your map, obviously.
ive seen this done in a custom map can't think of the name the author utilized some sort of single bank loading on all 3 of his maps you start in map 1 with base stats then you level your waythrough map 1 and then go to map 2 (completely different map) with the same stats as in the first map my question is how did this guy do it did he use 1 bank file for all maps or did he just copy contents of bank 1 into bank 2 and so on...
I found a fix for it in the new patch you have to define the styling and the background image i set the background image to an image i created that is just a transparent.dds file ill attach the screenshot of the code plus the transparent image
it still does it in the retail version of the patch not this was fully working with transparent backgrounds before 1.5 now it changes from transparent to the image i posted also it flickers when it is transparent
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im not done with it trying to figure out how to create an animation with an object to fade in and outlike a box that has an sc2map on it like a waypoint to go to activated then deaticivated by changing the opacity of the object
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i have a question i try exporting an m3 model i have created with animation i keep getting an error that says unknown exception i am using 3dsmax 2012 x64
note: it only errors when i try to export it with an animation further investigation it is doing it with previous models i have create with the older plugins and 3dsmax 2010 <- i believe
edit: I updated my 3dsmax to the latest update sp2, update 12 and it is able to export the model with animation
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Hello everybody this is directly related to the event Any Unit Enters/Leaves Distance From Unit.
normally you cannot use a defined variable you will have to use preplaced units.
well there is a galaxy workaround for this and i have the code for it here:
1. first create your trigger in gui so that we can reference it in the script
2. after that click on Data->View Script
3. in the script you use find to find your trigger it will look similar to
4. copy the tripper stuff like what i have shown and in trigger editor create a New Custom Script
5. paste that trigger stuff into it
6. now back to the script you will need to know the name of the unit you are referencing mine is downLevel search for it it should come up as gv_downLevel
7. replace this line
8. to something like this
9. now at the top of that custom script add a declaration to the trigger something like this
should look similar to this:
10. Now whenever that variable unit you are referencing is created you will call a custom script action like this
Note: i know i am not using good galaxy skills as this is ripped from gui code but feelfree to use whatever formatting you want
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@Domper: Go
look for the ability cooldown or like a attack speed on the ability and lower these values this is pure outta memory
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i figured it out
i just edited the advanced field set auto cast aquire level and it just works no need to edit the validators
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i seen a thread that sorta answers this question but it isn't easy to follow so i am suggestion either a full trigger tutorial on how to do it or a full data tutorial on how to do it if anyone canhelp me that would be great
answer in this thread http://www.sc2mapster.com/forums/development/triggers/40010-queen-auto-larva-inject/
@xKennyx21: Go
If you ask me:
1. you set the ability to have Autocast and Autocast On checked in ability flags
2. set the autocast radius to something large like 10 __< where in the data editor is this
3. add an autocast validator that is of type Combine, in it you'll have one validator that checks the behavior count so that the larva inject isn't present on the hatchery and another Combine validator that combines 'target unit is hatchery', 'target unit is lair', 'target unit is hive' validators with the "OR" setting.
You can leave out the lair and hive stuff if you don't use those in your map, obviously.
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Thank you ahli for the clarification apparently the folder it puts bank files in aren't player specific its author specific
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no i havent ill try that
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any ideas how i could accomplish this
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ive seen this done in a custom map can't think of the name the author utilized some sort of single bank loading on all 3 of his maps you start in map 1 with base stats then you level your waythrough map 1 and then go to map 2 (completely different map) with the same stats as in the first map my question is how did this guy do it did he use 1 bank file for all maps or did he just copy contents of bank 1 into bank 2 and so on...
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I found a fix for it in the new patch you have to define the styling and the background image i set the background image to an image i created that is just a transparent.dds file ill attach the screenshot of the code plus the transparent image
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@Mille25: Go
it still does it in the retail version of the patch not this was fully working with transparent backgrounds before 1.5 now it changes from transparent to the image i posted also it flickers when it is transparent
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i am having a text tag glitch only with the new beta version of the game and editor it doesn't do it in patch 1.4 but it does it in patch 1.5
also the text tag flickers it is appended to a unit that moves its just to show who you are to other players any ideas
this is the trigger that creates the tags over the players it is ran when the character is created
EDIT: some tags just completely disapear and come back then quickly disapear again sometimes it shows gibberish words
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just make diablo 2 on visual basic 6 like i did the port it into vb.net
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ok i do like the graphics though are they like 3d models or just painted on the terrain