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Feb 12, 2018Posted in: Data
Stacking a buff many times won't lag your game inherently. If all the buff does is raise max vitals it should be fine to go up to near the max stack count, which is about 65535 or so. Alternatively you could use the trigger editor's set unit property function.
Feb 12, 2018Posted in: Data
Has anyone tried to figure out what the limit is on how many command cards, or submenus, a unit can have? I'm curious because build/train abilities let you create up to 30 different units for 1 ability slot out of the creating unit's 32 ability slots. Thus I wonder what the theoretical maximum number of different units you could build/train from 1 unit could be without using triggers or intermediate units.
Jan 31, 2018Posted in: Triggers
I'm trying to make a modded LoTV campaign just for the fun of it. I loaded up the first prologue mission and put in a set next map trigger by setting it to the current map as a test. However when I used the victory dev cheat to see if it would load the next map as I intended, I was instead seemingly thrust into story mode starting with mission 2. Also the "victory" cheat stopped working along along with the "make unit" cheat.
Since I enjoy modding when I do single player, I was wondering if there's a way to mod campaign despite this.
Jan 30, 2018Posted in: Off-Topic
There is a fix documented here:
Jan 30, 2018Posted in: Triggers
I found a solution and its documented here:
Jan 29, 2018Posted in: Triggers
I just found out that the SoA temporal field ability is bugged even in blizzard's single player LoTV assets. (Before that I thought it was just me doing something wrong).
Since other SoA abilities such as thermal lance and orbital strike still work, I have hope that their's a way to fix it. However I'm not sure where to start looking since the trigger code is very complex.
Jan 29, 2018Posted in: Off-Topic
Is anyone else having an issue with the spear of adun's temporal field ability where you choose 3 target points but it only stops time on the first one?
This relates to a bug with a custom map I'm working on: The SoA temporal field suddenly stopped casting at all 3 points despite the fact that I hadn't touched the code for it in months. I tried copying everything over from blizz's libraries again but got the same result. I can't check if the error is present in the official LotV campaign because I've never touched it and thus don't have enough solarite.
If it works correctly in the base game, I'll make a help thread in the appropriate section, however I wanted to be sure before I went around in circles.
It does glitch out in the base game
Dec 15, 2017Posted in: Data
I'm trying to test a mod where one of the features is that certain units can only be seen and interacted with by a specific player on the enemy team. However to debug this I need to be able to view replays of testing to see what other players see. I tried double clicking on the replay but it didn't work. Is there a way to do this?
Dec 12, 2017Posted in: Artist Tavern
As the title says, my turretz attachment point rotates the turret around the wrong axis. This causes the turret to rotate up and down instead of swiveling as intended. Has anyone encountered this before and if so how do you fix it?
Dec 12, 2017Posted in: Data
I'm trying to make a "battleship" of sorts with a custom model. It will have weapons that should track different targets. Each weapon will have multiple turrets associated with it. I've never done turret actors before so is there an example of such a thing that I can look at in the data editor already in the game?
Nov 2, 2017somen00b posted a message on "The Following Textures Were not found in your 3dsmax map directories..."Posted in: Artist Tavern
I'm trying to import the dark templar using version 2.1 of the M3 impoter plugin to teach myself how to make transparent textures like what's used in the DT's cape. However I can't seem to figure out where to put the texture files to avoid this error and import successfully.
I'm using 3dsmax 2010 and have searched the forums already. There was 1 mention of the issue but the user solved it on their own.
My hope is to be able to have some parts of the model I'm working on be completely transparent and some fully rendered on the same material. Thus far I can either get team colored alpha or a ghostly look, but not what I described.
Aug 16, 2017Posted in: Data Assets
I was surprised no one had tried to do this already so I did it. More info here:
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