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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Using the whole texture name solved Hatchery, Overseer and Spine Crawler. Still nothing on Robotics. I realized that I actually had the wrong prefix (it's RoboticSupport instead of RoboticsSupport) but even correcting it I still can't get working. It's by far the least important one though so I am just not going to worry about it.

    Thanks for all of your help.

    Posted in: Tutorials
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    posted a message on (Solved) Positioning a unit on an incline.

    Perfect! Thank you!

    Posted in: Data
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    posted a message on (Solved) Positioning a unit on an incline.

    Alright this is going to be kind of difficult to explain so I made a crappy picture. Basically I have created a new unit and I need it to 'tilt' with the terrain it is on like a normal unit would. I can't figure out where to set this.

    crappy picture

    Posted in: Data
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Sweet! That crosses vikings and zerglings off my list. Thanks a lot!

    I am still not sure why hatchery and spine crawlers wont switch. I checked the model and the prefix should be correct. I did about 100 of these and the only ones that didn't work at all were Hatchery, Overseer, Spine Crawler and Robotics Support Bay. I double checked each to compare the prefix with the texture on the model itself and it seems fine. I thought it might be something similar to the carrier but even using a timer the texture still doesn't change for the hatchery.

    Has anyone been able to modify the hatchery textures?

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Alright I was able to figure out carrier/void rays. It was because of how they 'warp in' instead of just popping in. I was able to circumvent it using something similar to the timer method in the original post for showing the new textures in the map editor. But I am still struggling with everything else I mentioned.

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    So I am working on a map/mod that will allow players to toggle between using the "Stronger Team Colors" mod textures in the lobby. It's working really well right now with a handful of exceptions and I was hoping you guys might be able to help me out.

    First I am having trouble changing the main diffuse texture for the Hatchery, Spine Crawler, Robotics Support Bay, and Overseer. If anyone knows the correct Prefix/Suffix or slot to use to reach them it would be awesome. I can live without Robotics Bay or Overseer changing if I have to, but I think hatchery and spine crawler really need to.

    Second, there is some amount of complication with units that morph. For instance, vikings display the correct texture when they are in fighter mode, and when they are in assault mode...but I am struggling to get them to display the correct texture while switching between the two. Zerglings are probably the biggest issue. When upgraded with speed they lose their specialized texture and I can't seem to find any way to fix it. Most of the other units with visual upgrades work fine...but Zerglings are completely broken.

    And finally, I am having trouble using the actor creation event to change the textures for the carrier and the void ray. Does it have something to do with how they spawn? I can change their textures fine with triggers, but using the actor events I haven't managed it yet.

    Any thoughts? I would really appreciate any help. I will release the map and mod file so anyone can use it for their own stuff once I am finished.

    Posted in: Tutorials
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    posted a message on [Solved] Custom Unit Flag

    I am creating a system that will allow players to enable or disable the "Stronger Team Colors" mod from the lobby. So when a unit gets created in the game I need to be able to check whether STC is available for that unit type. I am using the behavior to do this check, and if it passes I swap the default textures with the STC textures for that unit. I will probably post the mod file and map so other people can use it after I finish.

    It has turned out to be more time consuming than I had anticipated. This texture by id stuff mostly works fine, but every now and then I run into one that I just don't understand. I will probably end up asking for help with finding out how to change the diffuse texture on Overseers, Hatcheries, Spine Crawlers and Supply Depots in the texture by id thread, because nothing I have tried yet has worked for those four.

    Using the behavior as a buff is working so thank you for the help guys, I guess this one is solved, assuming it isn't difficult to figure out how to hide the buff.

    Posted in: Data
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    posted a message on [Solved] Custom Unit Flag

    What type of behavior should it be? I am using attribute...should I just use buff? Ideally it wouldn't show up in the unit info panel at all.

    As an attribute behavior it is showing up right now in game but it messes up the info panel.

    Posted in: Data
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    posted a message on [Solved] Custom Unit Flag

    @maticpl: Go

    Is there something special I need to do with the behavior? I made up a fake attribute behavior and gave it to the unit, but whenever I use the condition "Unit has behavior" it fails even on the unit I gave the behavior to.

    Posted in: Data
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    posted a message on Timer issue

    Damn! I was going to actually help someone on here for once but your post beat me by 2 minutes!

    Posted in: Triggers
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    posted a message on HotS Computer Players

    Excellent! Thanks Cloaken!

    I am getting ready to publish the finished version of the GameHeart overlay in the next couple of days. There are only a couple of months left before it will probably become pretty obsolete with the new observer interface features you guys are adding but I wanted to port it over to HotS anyways to make it more enticing to tournament organizers to adopt now.

    If I can get at least one of these bigger tournaments to use it I won't feel like I wasted so much time developing it!

    Posted in: Triggers
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Nevermind, got it working very shortly after I posted.

    Posted in: Tutorials
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    posted a message on [Solved] Custom Unit Flag

    I would like to create a custom unit flag in data which I can assign to unit types to quickly and easily decipher using triggers whether a unit belongs to this arbitrary group of unit types I have created.

    So, units have attributes such as 'biological, mechanical' etc. My understanding is that you cannot create new attributes, but you can rename current ones. That does not work for me because I cannot impact game balance or settings at all.

    So 'flags' are these things further down in the unit data, they include things such as 'cloaked, missile, hero' etc. Is it possible to create a custom one of these flags which I can enable on the unit types I want and then check to see if units have that flag in triggers?

    Any help would be appreciated, thank you.

    Posted in: Data
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    posted a message on Non-default player colors

    Do you think it would be possible to send me an example map with this working? Because I have still been unable to get it to work. Either the header fails during publishing, or the colors do not show up as available in the lobby.

    I would really appreciate it.

    Posted in: Miscellaneous Development
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    posted a message on HotS Computer Players

    I am glad it is going to be fixed but I guess that means I have to put my HotS map away for awhile unfortunately. I was never able to find a work around.

    Posted in: Triggers
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