3. In the Actor, there is a "Animation:Baselines" field, where there are 2 index's (Stand and Walk). Put the walk animation in the Walk index.
4. I have not done this, but there is a "Set Facing" message in the Actor's Event field. It might work if turnable flag is on.
5. In the Unit, there is a field called "Behavior: Resource Drop Off" where you can specify what resources can be dropped off there (You might need to turn on the "Town Hall" flag).
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Kelthin posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data -
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data1. You mean the unit tab of the terrain editor? Try View>Show UI> Show Palette?
2. Probably in game only achievements.
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Edhriano posted a message on [Solved]How to add Transparency to the backgrounds of images?Posted in: Artist TavernI used photoshop for most of the dds textures editing.
1. Open said files , preferably in BMP.
2. Select 'Magic Eraser' and click on the part you want to set transparent.
3. Save as *.dds
4. Import the *.dds into your map.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data3. For the data solution I mean both. You have a group of effects that are repeated for each segment and applied by the effect field of the previous Create Unit effect. Each segment creates a unit, applies a buff to it making the segment move towards the creator and applying a force to keep it close before getting the segment to create the next.
4. The Beam (Simple) type actor has Launch and Impact hosting fields. Could you give the specific actors you are looking at? So you checked the actor set under the Art: Beam field of the Action actor?
5. You would probably need to do like the hellion range increase and dynamically set the hosting reference based on a status that changes with each shot fired (like the marauder). Never tried it myself but it should work. Else destroy and create the site actor using a host alias on the model actors that will do the hosting.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data1. Use a timer or model event with an Animation Set Paused/Animation Set Paused All actor event action.
2. Under actor events use Animation Set Time Scale.
3. Use the thorner01 WOL campaign map Spawn Trains and Train Movement triggers for inspiration. For a data solution I would suggest a series of Create Unit effects that apply buffs to the created unit periodically ordering them to move to the source unit (their creator). Apply Force effects can be used to ensure that no unit strays too far. Actor wise use SOp(Forward Vector) SOps that use the scope of the source effect to find the actor to face.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data2. You are probably going to have to use ground unpathable for those areas. Missing In Action (a military term).
3. Under Weapon: Legacy Options are several associated flags and channelled weapons like the void ray often have a Create Persistent effect with the Channelled flag. Buffs can also be channelled. It basically means that the full attention of the unit is required to use the ability/weapon if channelled and it will stop being able to use anything else.
6. The Properties: Accepted Property Transfers field is what is given to attached models and Properties: Inherited Properties is what it gets from the host.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data1. There are two methods. First you can use a Validate Unit term for a self destruct which uses a Unit Type validator to destroy the actor if it is not the correct unit. For actor events that are not creation related you can just validate if it is the correct unit. Alternatively you can use a RefEquals term to determine if the left reference name set to ::Host is equal to the actor for the desired unit.
1.1. There are three kinds of references. System are ones used by the fields of the actors for example ::Main (base of the actor tree), ::Host (the host of the actor using the reference) and ::Supporter (the supporter actor set under the fields of the same name). Scope references use the scope of actors linked to effects (target, caster, outer, source etc.) to find their launch, impact or host actor and are local. Global references can only have a single actor being linked to the reference.
2. A Scaler type mover? What do you mean by a map side cliff? You need to add pathing blocker doodads to such areas to prevent a colossus going MIA.
3. Check if they are channelled. Also do not forget preswing.
4. No idea what could be the cause. Only answer I can give is mess with the render or view settings.
5. Backswing is how long after the weapon has fired before other weapons can fire. Damage Point is how long after the weapon has fired before the effect is used.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: DataThe Carry Mineral Field Minerals Model actor is by default hosted on the Hard Point attachment point. You would need to modify the actor to use Host Site Operations Set actor event actions validated by RefEquals terms used to determine the host actor.
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data3. That is handled by a turret from the Turrets data type with the Basic: Idle field set to Follow Movement. The idle turn rate is also determined by the turret. Have we covered how to do turrets on attached models?
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DrSuperEvilGamepedia posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]Posted in: Data1. remember that it must be the smallest accepted value.
2, The colours are model specific but the Axis.m3 model is probably the most informative. In general Z is up/down, y is forward/back and x is left/right.
With your new question check you got the Is Local flag enabled and have specified both forward and up vectors. It is often best to have two separate SOp (Explicit Rotation) site operations turning on different planes.
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Stuff like this is scary. Seems like this person had many dreams and passions that were shattered due to false promises and lack of simply basic real life resources. Although that being said. Working for Blizzard might not be as pleasant as it seems. They are likely to be very demanding of their workers. For me it would likely feel just like what it is: A job.