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    posted a message on Ling Slayers - Need feedback

    You can force your way through the guards by using a spam clicker and having it spam right click. Issuing a command directly beside the Militia make them move over slightly, do that enough and you have enough space to go through in advance.

    So far, I'm sure your game will make the top 10 for the RTC. Pimp out the UI in whatever way possible, I found that Blizzard likes a really good looking UI.

    Posted in: Map Feedback
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    posted a message on Making Warbot (A.R.E.S.) Weapons Interchangeable

    Well, you see, I was always extremely terrible at actors. I started a test map, and I guess there's no point in finishing it now that that tutorial made everything make sense. The test map is attached to this post despite it's uselessness, who knows, maybe it would come in handy some time later for someone else.

    Posted in: Data
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    posted a message on Copied Structures will not build
    Quote from maartehhh: Go

    Just something that popped into my ind:

    Does it have the ability: Build in Progress?

    This was the problem, he claimed. It is now fixed.

    Posted in: Data
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    posted a message on Making Warbot (A.R.E.S.) Weapons Interchangeable

    I'm hoping this will serve as a tutorial for those asking the same questions since I was unable to find any material about making the Warbot (A.R.E.S.) weapons interchangeable.

    __

    I'm attempting to make the Warbot weapons interchangeable, and I'm having trouble with the morphing animations.

    First, I'd like to explain how I went about making the abilities/weapons. I first duplicated the unit, actor, behaviors which give the Warbot it's weapons, and the weapons themselves. I then made an Effect - Instant ability, who's effect is a Set, and that set applies the behavior for All-Purpose Cannons (in this case) and removes the behaviors that give the Warbot the other weapons. The effects that remove the behaviors have a validator that checks if the caster, in this case the Warbot itself, has the behavior in the first place. I repeated the same for the other two weapons and changed the removed/applied behaviors accordingly.

    This works just fine, however, the Warbot stays in the initially transformed state. For example, if the Warbot had Anti-Infantry Napalm enabled, a certain morph would play, and that is the way the Warbot would remain despite changing weapons.

    How would I make the Warbot properly "untransform" when it comes to actors? And, is the only way to make the weapons not fire during the morphing process to use dummy behaviors which disable the weapons or to create a persistent which waits a desirable amount of time before applying the weapon?

    Posted in: Data
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    posted a message on Copied Structures will not build

    This issue was resolved on the SCII Forums

    Posted in: Data
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    posted a message on [SOLVED] Texture Select By ID

    I've tried using main/terran/merc/body/head/camapgin.emissive/diffuse/specular/normals, none of which work for the Predator or Warhound.

    Posted in: Data
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    posted a message on [SOLVED] Texture Select By ID

    The Predator and the Warhound do not work, while the Marine, Hydralisk, and Zergling do.

    Posted in: Data
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    posted a message on [SOLVED] Texture Select By ID

    How does this help me fix the mapping slot problem though?

    Posted in: Data
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    posted a message on Upgrades

    Upgrades are the most annoying thing to do, especially when you have 100+ upgrades to work with. I came up with the following suggestions while struggling to do upgrades for many, many units:

    1. Increase the display: So far, the editor only displays 4.5 upgrade effects, and cannot be expanded.

    2. Make another upgrade type similar to multiply, but where only the base stats are taken and used, instead of the current. Example: A unit has 100 starting health and one wants the health to increase 5% each upgrade for 20 upgrades, then it will go like 100 + (100 * 0.05) instead of 100 * (1.05)^20.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [SOLVED] Texture Select By ID

    I'm attempting to get Texture Select By ID to work and it works for only some units. The units that it doesn't work for, the editor returns the following error: "[...] No mapping slot for main.diffuse.". Does anybody know how to fix this?

    Posted in: Data
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    posted a message on [SOLVED] How to Re-texture Actors

    I found what I was looking for, thanks.

    Posted in: Data
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    posted a message on [SOLVED] Damage Reduction Behavior Doesn't Work

    Thanks for the replies. I had the spell damage type disabled intentionally, but the it occurred to me that I should check the damage types of the weapons used, and it turns out that some of them were on "Spell" instead of "Ranged" by default for some reason. Anyways, the problem is now fixed.

    Posted in: Data
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    posted a message on [SOLVED] How to Re-texture Actors

    This is a screenshot directly from the import file preview, so nothing is wrong with the import path. I went back to check where I got those files from and it appears it is no longer available for download, possibly indicating it was still being developed.

    Now that that's settled, would anyone be able to provide a link to a proper, up to date tutorial on how to retexture units?

    Posted in: Data
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    posted a message on [SOLVED] How to Re-texture Actors

    I̶ ̶d̶o̶w̶n̶l̶o̶a̶d̶e̶d̶ ̶a̶ ̶b̶u̶n̶c̶h̶ ̶o̶f̶ ̶m̶o̶d̶e̶l̶s̶ ̶a̶n̶d̶ ̶t̶e̶x̶t̶u̶r̶e̶s̶ ̶t̶h̶a̶t̶ ̶c̶a̶m̶e̶ ̶a̶l̶o̶n̶g̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶m̶.̶ ̶U̶n̶f̶o̶r̶t̶u̶n̶a̶t̶e̶l̶y̶,̶ ̶t̶h̶e̶ ̶d̶o̶w̶n̶l̶o̶a̶d̶e̶d̶ ̶m̶o̶d̶e̶l̶s̶ ̶a̶n̶d̶ ̶t̶e̶x̶t̶u̶r̶e̶s̶ ̶n̶e̶e̶d̶ ̶t̶o̶ ̶b̶e̶ ̶c̶o̶m̶b̶i̶n̶e̶d̶ ̶m̶a̶n̶u̶a̶l̶l̶y̶,̶ ̶w̶h̶i̶c̶h̶ ̶i̶s̶ ̶s̶o̶m̶e̶t̶h̶i̶n̶g̶ ̶I̶ ̶d̶o̶ ̶n̶o̶t̶ ̶k̶n̶o̶w̶ ̶h̶o̶w̶ ̶t̶o̶ ̶d̶o̶.̶ ̶I̶'̶v̶e̶ ̶t̶r̶i̶e̶d̶ ̶s̶e̶a̶r̶c̶h̶i̶n̶g̶ ̶u̶p̶ ̶s̶o̶m̶e̶ ̶t̶u̶t̶o̶r̶i̶a̶l̶s̶,̶ ̶b̶u̶t̶ ̶I̶ ̶f̶o̶u̶n̶d̶ ̶t̶h̶a̶t̶ ̶t̶h̶e̶ ̶"̶_̶N̶o̶r̶m̶s̶"̶ ̶t̶e̶x̶t̶u̶r̶e̶ ̶d̶o̶e̶s̶ ̶n̶o̶t̶ ̶e̶x̶i̶s̶t̶,̶ ̶o̶r̶ ̶a̶t̶ ̶l̶e̶a̶s̶t̶ ̶I̶ ̶c̶a̶n̶'̶t̶ ̶f̶i̶n̶d̶ ̶i̶t̶.̶ ̶C̶o̶u̶l̶d̶ ̶s̶o̶m̶e̶o̶n̶e̶ ̶p̶o̶s̶t̶ ̶a̶ ̶l̶i̶n̶k̶ ̶t̶o̶ ̶a̶ ̶g̶o̶o̶d̶ ̶t̶u̶t̶o̶r̶i̶a̶l̶ ̶t̶h̶a̶t̶ ̶i̶s̶ ̶c̶o̶m̶p̶l̶e̶t̶e̶l̶y̶ ̶u̶p̶ ̶t̶o̶ ̶d̶a̶t̶e̶?̶

    A̶l̶s̶o̶,̶ ̶w̶h̶i̶l̶e̶ ̶l̶o̶o̶k̶i̶n̶g̶ ̶t̶h̶r̶o̶u̶g̶h̶ ̶m̶o̶d̶e̶l̶s̶,̶ ̶I̶ ̶s̶a̶w̶ ̶t̶h̶a̶t̶ ̶p̶a̶r̶t̶ ̶o̶f̶ ̶a̶ ̶U̶m̶o̶j̶a̶n̶ ̶W̶a̶r̶h̶o̶u̶n̶d̶ ̶(̶f̶r̶o̶m̶ ̶A̶l̶l̶e̶y̶v̶i̶p̶e̶r̶8̶5̶'̶s̶ ̶a̶n̶d̶ ̶H̶a̶m̶m̶e̶r̶1̶0̶7̶'̶s̶ ̶m̶o̶d̶e̶l̶s̶)̶ ̶w̶a̶s̶ ̶t̶e̶x̶t̶u̶r̶e̶d̶,̶ ̶w̶h̶i̶l̶e̶ ̶t̶h̶e̶ ̶o̶t̶h̶e̶r̶ ̶p̶a̶r̶t̶s̶ ̶w̶e̶r̶e̶ ̶g̶l̶o̶w̶i̶n̶g̶ ̶w̶h̶i̶t̶e̶.̶ ̶W̶i̶l̶l̶ ̶u̶s̶i̶n̶g̶ ̶r̶e̶g̶u̶l̶a̶r̶ ̶r̶e̶t̶e̶x̶t̶u̶r̶i̶n̶g̶ ̶t̶e̶c̶h̶n̶i̶q̶u̶e̶s̶ ̶s̶t̶i̶l̶l̶ ̶m̶a̶k̶e̶ ̶t̶h̶e̶ ̶u̶n̶i̶t̶ ̶l̶o̶o̶k̶ ̶n̶o̶r̶m̶a̶l̶?̶

    Edit: This is a screenshot directly from the import file preview, so nothing is wrong with the import path. I went back to check where I got those files from and it appears it is no longer available for download, possibly indicating it was still being developed.

    Now that that's settled, would anyone be able to provide a link to a proper, up to date tutorial on how to retexture units?

    Partial Umoja Warhound Model

    Posted in: Data
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