• 0

    posted a message on Big Terrain Issue pls help can manage myself T_T

    I think you should provide some more info, because what it looks like to me is you don't quite understand how the water works. Which may or may not be right, so please describe the issue in a bit more detail. =)

    Posted in: Terrain
  • 0

    posted a message on New Animation Bug

    @TyaStarcraft: Go

    I don't quite understand, where is this Units Tab? At the actual Unit there's a Unit Tab, but that contains nothing about animations. Under the Actor, there is no tab that says Unit.

    I guess I need a screenshot of what you guys are talking about, because I can't get it. =\

    Posted in: Data
  • 0

    posted a message on New Animation Bug

    So that means it's not the Actor, but the unit? Could you explain in a little more detail?

    Edit: I did have to make the Burrowed version of the unit from scratch, otherwise it would have been linked to the original Roach and it's a pain to make them not-linked...

    Posted in: Data
  • 0

    posted a message on New Animation Bug

    Do I need to provide more info? I could copy the whole thing into here...

    <CActorUnit id="Plogister" parent="GenericUnitBase" unitName="Plogister"> <Macros value="ZergBurrowMobileAnimMacro"/> <Macros value="ZergMediumBurrowEffects"/> <Macros value="UnloadDropAnim"/> <Macros value="TerrainSquibAnimations"/> <Macros value="PhysicsDeathsSwarmGround"/> <On Terms="UnitMovementUpdate.PlogisterBurrowed" Send="Create RoachBurrowedSplat"/> <On Terms="UnitMovementUpdate.PlogisterBurrowed.Walk" Target="RoachBurrowedSplat" Send="Destroy"/> <On Terms="Abil.attack.ReadyStart" Send="AnimGroupApply Ready"/> <On Terms="WeaponStart.SingeingSaliva.AttackStart" Send="AnimBracketStart Attack Attack"/> <On Terms="WeaponStop.SingeingSaliva.AttackStop" Send="AnimBracketStop Attack"/> <On Terms="WeaponStart.PlogisterMelee.AttackStart" Send="AnimBracketStart AttackCover Attack,Cover"/> <On Terms="WeaponStop.PlogisterMelee.AttackStop" Send="AnimBracketStop AttackCover"/> <On Terms="Abil.attack.ReadyStop" Send="AnimGroupRemove Ready"/> <On Terms="UnitBirth.PlogisterBurrowed" Send="Create"/> <On Terms="UnitBirth.PlogisterBurrowed" Send="AnimGroupApply Burrow Burrow Unburrow ClosingFull,Instant"/> <On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="Create BurrowDownMedium"/> <On Terms="AbilMorph.*.Cancel; MorphFrom Plogister; MorphTo PlogisterBurrowed" Send="AnimClear Burrow"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterBurrowed" Send="AnimBracketStop Burrow"/> <On Terms="UnitMovementUpdate.*.Walk; AnimPlaying Birth" Send="AnimClear Birth"/> <On Terms="UnitBirth.Roach" Send="TerrainSquibActivateGroup RippleStandard"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterBurrowed" Send="TerrainSquibActivateGroup RippleStandard"/> <On Terms="AbilMorph.*.Finish; MorphTo PlogisterBurrowed; MorphFrom Plogister" Send="TerrainSquibDeactivate"/> <On Terms="UnitHeightUpdate.*.Land" Send="Create Roach_Land"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterEgg" Send="Create"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterEgg" Send="AnimBaselineStop"/> <On Terms="AbilMorph.*.Finish; MorphTo Plogister; MorphFrom PlogisterEgg" Send="$Birth 0 0.000000 -1.000000 0.000000"/> <On Terms="AnimDone; AnimName Birth" Send="AnimBaselineStart"/> <On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="AnimClear Fidget"/> <DeathArray index="Normal" ModelLink="RoachDeath" SoundLink="Roach_Explode"/> <DeathArray index="Disintegrate" ModelLink="RoachDeathAcid" SoundLink="Uni_DeathFXAcid"/> <DeathArray index="Fire" ModelLink="RoachDeathFire" SoundLink="Uni_DeathFXFire"/> <DeathCustoms ModelLink="RoachDeathRagdoll" Name="RagdollBasic"> <BodySquibs Name="BloodReduced"/> </DeathCustoms> <DeathCustoms Name="RagdollSiegeTank" InheritsFrom="RagdollBasic"/> <DeathCustoms Name="RagdollNuke" InheritsFrom="RagdollBasic"> <BodySquibs Name="Fire"/> </DeathCustoms> <DeathCustoms Name="RagdollFire" InheritsFrom="RagdollBasic"> <BodySquibs Name="Fire"/> </DeathCustoms> <DeathCustoms Name="RagdollAcid" InheritsFrom="RagdollBasic"> <BodySquibs Name="Acid"/> </DeathCustoms> <DeathCustoms Name="RagdollBaneling" InheritsFrom="RagdollBasic"> <BodySquibs Name="Acid"/> </DeathCustoms> <DeathCustoms Name="RagdollUltraUnburrow" InheritsFrom="RagdollBasic"/> <DeathCustoms Name="RagdollOverkillDPRH" InheritsFrom="RagdollBasic"/> <DeathCustoms Name="RagdollOverkillDOI" InheritsFrom="RagdollBasic"/> <DeathCustoms Name="RagdollMidair" InheritsFrom="RagdollBasic"/> <DeathActorModel value="UnitDeathModelWithDeathMotionGround"/> <PortraitModel value="PlogisterPortrait"/> <TerrainSquibs> <GroupName value="RippleStandard"/> <MovementDistance value="0.150000,0.150000"/> <IdlePeriod value="0.100000,0.250000"/> <RangeUp value="1.000000"/> <RangeDown value="1.000000"/> <AttachQuery Methods="AMFilterCenter"/> <Visuals TerrainPhysicsMaterial="Water" ActorModel="TerrainSquibHarnessContinuous" ModelLink="WaterRippleLarge"/> </TerrainSquibs> <WalkAnimMoveSpeed value="2.25"/> <BarOffset value="55"/> <GroupIcon> <Image value="Assets\Textures\Wireframe-Zerg-Roach.dds"/> </GroupIcon> <HeroIcon value="Assets\Textures\btn-unit-zerg-roach.dds"/> <LifeArmorIcon value="Assets\Textures\btn-upgrade-zerg-groundcarapace-level0.dds"/> <SoundArray index="Ready" value="Roach_Ready"/> <SoundArray index="What" value="Roach_What"/> <SoundArray index="Yes" value="Roach_Yes"/> <SoundArray index="Attack" value="Roach_Attack"/> <SoundArray index="Pissed" value="Roach_Pissed"/> <SoundArray index="Movement" value="zRoach_moveLoop"/> <UnitIcon value="Assets\Textures\btn-unit-zerg-phlogisterroach.dds"/> <Wireframe> <Image value="Assets\Textures\Wireframe-Zerg-Roach.dds"/> </Wireframe> </CActorUnit>

    Posted in: Data
  • 0

    posted a message on New Animation Bug

    I duplicated the Roach using the Furnace Roach model here on SC2Mapster, and everything is exactly the same except Roach is replaced with the Furnace Roach, and I added morph-eggs for the Roach to morph into it. The problem I'm having is, when I burrow the Furnace Roach it'll still play the Fidget Animation, it'll quickly unburrow, play the animation, than burrow back.

    I've been trying to fix this for 4 hours tonight, to no avail...Can anyone help?

    Edit: The only things I could think of is

    <On Terms="AbilMorph.*.Start; AbilKey BurrowDown" Send="AnimClear Fidget"/>

    This is obviously not working for SOME REASON. But I tried changing both AbilKey and seeing if the Fidget animation was wrong, neither worked.

    Posted in: Data
  • 0

    posted a message on Effect that Disables Target Unit

    I'd like to ask how I make an effect that disables the target-enemy unit for 10 seconds. I should just be able to use the effect that is put in Protoss Buildings when they are not in a Pylon Field which should be easy enough, but I'm kinda lazy and want to be exactly sure on how to do it. =p

    Posted in: Data
  • 0

    posted a message on Can you modify existing arcade maps?

    No, Arcade games are also stored locally.

    Posted in: General Chat
  • 0

    posted a message on Can you modify existing arcade maps?

    You kinda can...

    There's some very rigorous stuff you can do to modify protected map. It requires searching through the Temporary files that SC2 writes...Which most of the time it's not worth it.

    To search for maps in the SC2 editor, make sure you change what your searching for from "Blizzard Maps" to "All Maps"

    Posted in: General Chat
  • 0

    posted a message on Balencing unit stats

    What I usually use to determine balance is how many hits I want this unit to do to these units and how much life I want this unit to have left over if I want it to survive against such units.

    After that, I just use a bit of logic and intuition.

    Posted in: General Chat
  • 0

    posted a message on [Model Request] Mercenary Vulture

    I don't know where to request this, so I'll do it in General.

    Basically, a more armored Vulture Mercenary counterpart, I can do a sketch if that would help anyone out.

    If anyone knows what the Burning Ground mod for SC1 is, I'm sort of doing something like that, only just adding the Kel-Morian Combine. The Vulture will have a some kind of chain gun for attacking units, and will use the standard grenade for attacking buildings. The Chain Gun itself won't be a very visible feature, only something you could see if you looked hard enough. The driver's seat will be much more armored, and the engines will be slightly bigger. The Vulture itself will be classed as an Armored unit.

    It also probably won't have Spider Mines for balance reasons, but we'll see...

    Posted in: General Chat
  • 0

    posted a message on Missiles launch from feet

    So basically I've more-or-less created a unit from scratch, and when this unit uses it's air attack, it launches from it's feet instead of from it's missile launcher. (I'm using the Warhound model, BTW.)

    I have no idea how to change the location of where the missile launches, since the Warhound's model doesn't use a turret or attachment method. (I don't think, anyway.)

    I tried taking a look at how the Scout's missiles fire from Left and Right but still no luck.

    Posted in: Data
  • 0

    posted a message on (Solved) Turret on the MSC

    @zorbotron: Go

    The Arc is still at 360 and the Turnable Flag is apparently off on the Mothership Core. I turned it on and that fixed it. Thanks for the help. =)

    Edit: Also, would editing the Arc value in XML also be viable?

    Posted in: Data
  • 0

    posted a message on (Solved) Turret on the MSC

    That doesn't seem to fix it, I changed ability arc to 360 and it still says that.

    It was already set to 0 anyway.

    Posted in: Data
  • 0

    posted a message on (Solved) Turret on the MSC

    The Turret on the Mothership Core is preventing me from adding basically a copy of the Medics heal ability to it. It works, but it has the infamous "Cannot turn toward target" error most of the time. Fixing this for Weapons is rather easy, but how do you fix this for abilities?

    Posted in: Data
  • 0

    posted a message on (Solved) Change Queen Larva Spawn Unit

    Nevermind, still no luck. =\

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