• 0

    posted a message on M3 Exporter

    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

    Posted in: Third Party Tools
  • 0

    posted a message on M3 Exporter

    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

    Posted in: Third Party Tools
  • 0

    posted a message on Anybody Wanting to know how to use custom variable in event

    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

    //--------------------------------------------------------------------------------------------------
    // Trigger: Finish Enter
    //--------------------------------------------------------------------------------------------------
    bool gt_FinishEnter_Func (bool testConds, bool runActions) {
        // Conditions
        if (testConds) {
            if (!((UnitGetOwner(EventUnit()) != 0))) {
                return false;
            }
    
            if (!((UnitGetOwner(EventUnit()) != 15))) {
                return false;
            }
        }
    
        // Actions
        if (!runActions) {
            return true;
        }
    
        DialogSetVisible(gv_finishDialog, PlayerGroupSingle(UnitGetOwner(EventUnit())), true);
        return true;
    }
    
    //--------------------------------------------------------------------------------------------------
    void gt_FinishEnter_Init () {
        gt_FinishEnter = TriggerCreate("gt_FinishEnter_Func");
        TriggerAddEventUnitRange(gt_FinishEnter, null, gv_downLevel, 1.0, true);
    }
    

    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

    TriggerAddEventUnitRange(gt_FinishEnter, null, FromUnitId(1), 1.0, true);
    

    8. to something like this

    TriggerAddEventUnitRange(gt_FinishEnter, null, gv_downLevel, 1.0, true);
    

    9. now at the top of that custom script add a declaration to the trigger something like this

    trigger gt_FinishEnter;
    

    should look similar to this:

    trigger gt_FinishEnter;
    
    //--------------------------------------------------------------------------------------------------
    // Trigger: Finish Enter
    //--------------------------------------------------------------------------------------------------
    bool gt_FinishEnter_Func (bool testConds, bool runActions) {
        // Conditions
        if (testConds) {
            if (!((UnitGetOwner(EventUnit()) != 0))) {
                return false;
            }
    
            if (!((UnitGetOwner(EventUnit()) != 15))) {
                return false;
            }
        }
    
        // Actions
        if (!runActions) {
            return true;
        }
    
        DialogSetVisible(gv_finishDialog, PlayerGroupSingle(UnitGetOwner(EventUnit())), true);
        return true;
    }
    
    //--------------------------------------------------------------------------------------------------
    void gt_FinishEnter_Init () {
        gt_FinishEnter = TriggerCreate("gt_FinishEnter_Func");
        TriggerAddEventUnitRange(gt_FinishEnter, null, gv_downLevel, 1.0, true);
    }
    

    10. Now whenever that variable unit you are referencing is created you will call a custom script action like this

    gt_FinishEnter_Init ();
    

    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

    Posted in: Triggers
  • 0

    posted a message on medic heal instant

    @Domper: Go

    look for the ability cooldown or like a attack speed on the ability and lower these values this is pure outta memory

    Posted in: Data
  • 0

    posted a message on (Solved) Queen auto cast spawn larva on nearest hatchery

    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

    Posted in: Data
  • 0

    posted a message on (Solved) Queen auto cast spawn larva on nearest hatchery

    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.

    Posted in: Data
  • 0

    posted a message on [Solved] - Multiple Maps run off a single bank file per player

    Thank you ahli for the clarification apparently the folder it puts bank files in aren't player specific its author specific

    Posted in: Triggers
  • 0

    posted a message on [Solved] - Multiple Maps run off a single bank file per player

    no i havent ill try that

    Posted in: Triggers
  • 0

    posted a message on [Solved] - Multiple Maps run off a single bank file per player

    any ideas how i could accomplish this

    Posted in: Triggers
  • 0

    posted a message on [Solved] - Multiple Maps run off a single bank file per player

    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...

    Posted in: Triggers
  • 0

    posted a message on [Solved] - What would cause this in the new editor

    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

    Posted in: Triggers
  • 0

    posted a message on [Solved] - What would cause this in the new editor

    @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

    Posted in: Triggers
  • 0

    posted a message on [Solved] - What would cause this in the new editor

    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

    text tag glitch

    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

    trigger part

    EDIT: some tags just completely disapear and come back then quickly disapear again sometimes it shows gibberish words

    Posted in: Triggers
  • 0

    posted a message on The Gaming Industry - Bad or Good?

    just make diablo 2 on visual basic 6 like i did the port it into vb.net

    Posted in: Off-Topic
  • 0

    posted a message on [ Diablo:The Curse Of Tristram RPG] A little walk to The Den of Evil (new video!)

    ok i do like the graphics though are they like 3d models or just painted on the terrain

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