• 0

    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    @OmegaWeaponX85: Go

    I got that and I'm running on windows 10. The last sc2 patch seemed to fix that for me! It was annoying. I could add the LOTV dependencies to the map but I couldn't remove the old hots ones.

    Posted in: General Chat
  • 0

    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    Pitfall: Can add points but can't move, delete or modify them.

    Solution: I can use undo to delete them but other than that I can't do anything.

    can see them in the editor, I can see them in game when I put a text tag on them. But just can't give them a name, delete or move them.

    Posted in: General Chat
  • 0

    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    Has anyone found a fix for all the (Unnamed) stuff? I've done TYAs fix for the locale but all the unedited actors have (Unnamed) in their name.

    Posted in: General Chat
  • 0

    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from ImperialGood: Go

    Quote: ImperialGood

    Pitfall: Multiple Texture sets don't work correctly. Solution: Don't use it until it's fixed. Keep your current textureset. If you wish to experiment, please backup your map.

    Tried XML modifying the fields?

    Nothing to do with the Data editor. It's inside the terrain editor it crashes. I can still use the data editor after I add terrain sets just fine.

    Posted in: General Chat
  • 0

    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    Having trouble with texturesets here. I duplicated a texture set before and replaced 2 textures to the ones I wanted. I used that texture set and it's all good. Now that I can use multiple texture sets, to make things simple I just replaced the custom texture set with the original one, making sure all the textures would replace the same texture (apart from the 2 I replaced). After doing this, the whole map just went black. As soon as I clicked somewhere, the editor crashed.

    Pitfall: Multiple Texture sets don't work correctly.

    Solution: Don't use it until it's fixed. Keep your current textureset. If you wish to experiment, please backup your map.

    Posted in: General Chat
  • 0

    posted a message on Sirdeeds Terrain Gallery

    Excellent work there :)

    Are all your models in the editor, or did you make/download your own?

    Posted in: Terrain
  • 0

    posted a message on Making an upgrade show up on the score screen

    I have been trying this for a long time. The score value does effect the score screen but it won't show any custom upgrades etc

    I think SoulFilcher is spot on. It will be impossible to show because the map has been "unloaded".

    You could however, make up your custom score screen to show before people click quit. I've seen a few maps that do this very well. Or if you want to be really fancy, make it a real time score screen :)

    Posted in: Data
  • 0

    posted a message on Terran air unit.

    Hi there. I am looking for a Terran style fighter. Much similar to a valkyrie in SC1. The unit won't be shooting missiles, so a fancy gun is not needed. Perhaps just a barrel that is pointing out the front or from the wings? The model doesn't need to be extreme quality, but it should have detail in the textures so it doesn't look boring.

    http://www.forgeworld.co.uk/Warhammer-40000/Imperial_Navy/AVENGER_STRIKE_FIGHTER.html < something like this would be perfect!

    Thanks,

    Marc

    Posted in: Requests
  • 0

    posted a message on Building animations stop when training starts.

    Hi there, I am having trouble controlling the animations of some buildings, mainly ones that use protoss building models. When the building is idle, it has some animations. When I start to train a unit or research an upgrade, all the animations stop. I am looking through the actor events but I cannot see what could be the issue. Some buildings are duplicated, some are created from scratch but both have the same issue. What is wrong?

    Thanks Marc

    Posted in: Data
  • 0

    posted a message on Can't Publish?!

    I thought I was the only one. Glad I'm not!

    Posted in: General Chat
  • 0

    posted a message on Could my weapon be made better? (Shotgun creating multiple missiles)

    I've gone back to the "Random Point (Sphere) " actor method. Visually it looks great, you see the beams go off in a random direction and the impact effect appears at the point the beam disappears. But I'm having the problem I had before. The target unit receives the damage from all the beams, even if only 1 or 2 hit it. How would I go about changing this so when a beam hits a unit, it deals damage?

    Thanks

    Posted in: Data
  • 0

    posted a message on Could my weapon be made better? (Shotgun creating multiple missiles)

    Thanks for the reply. I don't really want to do it with triggers, since I would have no clue what I'm doing. I never thought of beams, I'll give that a go tomorrow. I tried the sphere SOp at first, visually it looked much better but I wanted each missile to deal damage if it hit the unit. Is the actor movers way similar to the colossus.

    I've never used actor movers before, so I'll give that a go as well. No doubt I'll spend more time looking for tutorials....

    Thanks!

    Posted in: Data
  • 0

    posted a message on Could my weapon be made better? (Shotgun creating multiple missiles)

    Hi there. A while ago I created a unit that shoots 18 missiles in a "random" direction. By random I mean, there are 3 persistent files that have a lot of offsets in them. It works fine but it feels messy. Lots of predefined points isn't really random lol! I feel the way I made it is slightly over complicated and could be made much better. Could you think of a better method than what I already have now? I want the missiles to be more "random" in the direction they travel. I could add more offsets in the persistent effects but I would like something a little better than that.

    I will attach a demonstration map

    Thanks

    Posted in: Data
  • 0

    posted a message on [Text] Adding extra glossary categories

    No replies to this? Let me be the first to say thank you :) I have a question though. Is it possible to edit or remove the " Tech Tree " buttons?

    Posted in: Tutorials
  • 0

    posted a message on Weekly Terraining Exercise #162: Cold Peaks

    @Scbroodsc2: Go

    Ty :)

    I will upload the map for people to have a look. It requires HoTS :)

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