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    posted a message on Weekly Terraining Exercise #241: Ghost Academy

    @Scbroodsc2: Go

    Wow, I really like that! Nice touch with the mini story too. That's a concept I've always wanted to work into a map somehow, the idea of an artificial environment within a lab or testing facility (huh, a bit meta, artificial terrain within terrain for a computer game :D) If I were to suggest anything that could be improved it would be to maybe add some consoles and monitors or something to suggest controls for manipulating the 'simulation', especially with the story you have there, and/or for monitoring the vitals of the test subjects and such. Possibly also some lights or gantries overhead as well? (Unless it's supposed to be a walled area outside) just to push the 'not quite natural' theme.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #239: Scorched Earth

    @Scbroodsc2: Go

    I think Jungle Plains is the pre-purified environment. If you look further down at the screenshot of the map 'Ghost Town' which is in the ruins of a Chau Sara city it uses the Wasteland tileset. To me Scrin King's pic looks like it's in the immediate aftermath of the purification. Also keep in mind Mar Sara was purified in SC1... granted it didn't change much from what we saw in SC1 to SC2 xD

    @TheUltragon: Go

    Woooooow :o

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #239: Scorched Earth

    @ScrinKing: Go

    Oh, very nice! :o

    Though I have to admit I briefly thought the traffic cones were Gnomes ¬.¬

    Posted in: Terrain
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    posted a message on Force a Doodad NOT to play an animation?

    So, I'm making a map using the Korhal Platform Command Center Doodad. Unfortunately one of it's Stand animation variations has an explosion on it (as it's from the Colony Drop mission) which I would like for it to NOT play. Is there any way with just Data to tell it NOT to play a specific animation (Other than editing the model to remove the offending animation)? Alternatively if I could force it to only play a specific one of it's Stand animations that would be great.

    Thanks in advance. Kani

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #238: Shooter

    @AlexTheComie: Go

    Isn't that that unused Hack Arena Doodad thing?

    Posted in: Terrain
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    posted a message on [Showcase] Narudek's Models

    @Narudek: Go

    Hmm he still seems somewhat fleshy, or is this like the Purifier Adept and just a High Templar with Purifier gear?

    Either way it's nice! As is that Hybrid Hydralisk :)

    Posted in: Artist Tavern
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    posted a message on Create cargo unit actor under medivac like its transporting siege tank.

    @uroboros1987: Go

    Take a look at the Thor Transit Actor, it has all the info you need :)

    Posted in: Artist Tavern
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    posted a message on [Request] Terran medic with open visor

    The biggest impediment I can see for making this is the Asian part, due to the lamentable lack of Asian characters in StarCraft 2 to use their faces (this is surprising given how popular StarCraft is in Korea especially.

    Then again hrmm perhaps Li Ming's head from Heroes could work as a base?

    Posted in: Requests
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    posted a message on How to reverse a beam? [Solved]

    @abvdzh: Go

    Yay! That worked great, thanks a lot! :)

    Posted in: Data
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    posted a message on How to reverse a beam? [Solved]

    @abvdzh: Go

    Let me check... I based it off the Sentry's weapon so yes the beam actor is created when the Persistent Effect Starts. More specifically it is created by the Attack Actor when that Effect starts.

    Posted in: Data
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    posted a message on How to reverse a beam? [Solved]
    Quote from abvdzh: Go

    you need to swap ::HostImpact+ and ::HostLaunch+. Those define hosts for beam's endpoints. I think there was Kueken's map with shield drain ability where he used reverse DominationBeam.m3. Look in his map in Chicken assets.

    Thanks! I'll look into that.

    Edit: Unfortunately I get a Dependancy Missing error and I click load anyway and then it won't open the map :(

    Posted in: Data
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    posted a message on How to reverse a beam? [Solved]

    @Deadzergling: Go

    Sorry, I should clarify. What I want is purely visual in nature: Several beams have motion along their length as part of their animation - I want to swap it around so the direction of the beam is coming from the target to the caster

    So, normally it's like:

    Caster >>>>>>> Target

    I want it to look like:

    Caster <<<<<<< Target

    I assume there are settings for the beam that effect where each end is hooked up, I'm just not sure where those settings are ^_^'

    Thanks for the link though, I'll look into it.

    Edit: And it's a channeled beam

    Posted in: Data
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    posted a message on How to reverse a beam? [Solved]

    Hi, so I'm making a structure in my map which sucks shields from enemy units and converts it to Energy. I've got that part of it working fine but I would like to have a beam suction effect going on so my question is: How would I go about making it so the Beam Actor is launched from the target unit towards the caster? I assume there are settings controlling where the two ends of the Beam are attached but I've never done any messing about with Beams before and don't know where to start.

    Thanks in advance

    Kani

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #232: The Road Ahead

    @AlexTheComie: Go

    Ooh I like that, always found the idea of cities reclaimed by nature interesting :)

    Posted in: Terrain
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    posted a message on SC Expanded: melee mod

    So something potentially of use for Moebius Corps that I came across in the Data Editor: There are unfinished structure entries for Shadow (IE Shadow Corps, original name for Moebius Corps) Shield Generators which the description makes sound like they would have granted shields to allied units in an area around them.

    Posted in: Map Feedback
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