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    posted a message on Cliff... models?

    Ok... can't found this doodads in the actors list... but... Blizzard has successfully removed it in some melee maps
    http://s1.ipicture.ru/uploads/20110810/c4x8SXfX.jpg

    Posted in: Terrain
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    posted a message on Remove from score board?

    Not work anyway =(

    Posted in: Triggers
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    posted a message on Remove from score board?

    @Pshyched: Go Ok. I'll check this at home, but in wc3 was action like ShowPlayerInScoreBoard(player, bool)... forgot true name

    Posted in: Triggers
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    posted a message on Remove from score board?

    Thread not about leaderboar.. it about win/defeat score board...

    Posted in: Triggers
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    posted a message on Cliff... models?

    Ok. I've shakuras black cliff (not natural). This cliff have models (columns), esp. on ramps. Is it possible to remove them.

    Posted in: Terrain
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    posted a message on Remove from score board?

    Which action allows to remove required player from score board at the end of game. Can]t find it.

    Posted in: Triggers
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    posted a message on WoW doodads import problem

    Hey! Have lil problem. I've found some useful doodads for my map (Terrokar trees, Zangramarsh mushrooms) and exported them as *.m3... but can't import into 3dmax with last version of m3-importer. It says like "not item found". So, is it possible?

    Posted in: Artist Tavern
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    posted a message on Beam problems

    Used ::global as Blizzard used it with Medivacs... hmm may be easy way to create beam - use Action Actor? Question - how if can do?

    Posted in: Data
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    posted a message on Beam problems

    So why Medivac beams not use ActorOrphan and use Destroy at Effect stop, and as result don't kill each other?

    Posted in: Data
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    posted a message on Beam problems

    When beam attached it adds buff on target, also added validator to check this buff... but beams still stacks on unit. And main problem - if healing unit dies it destroys all beams of all other healing units... why?

    2Slypoos Enum area effect has filter on units which already under beam: Exclude MyPersistentName;Target

    Posted in: Data
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    posted a message on Beam problems

    Ok. My unit must heal 3 (this amount can be changed in the game) closest units by medivac beams. So what I'm doing:
    1. Create unit;
    2. Add behavior to my unit. This behavior constant and makes periodic search of closest units for heal;
    3. Create search area effect that enum maximal 3 filtered units in the X range and add persistant effect (look at 4 row);
    4. Create persistent effect that lives while my haling unit alive and it deals periodic heals with periodic validators;
    5. Create impact point actor with events:
    Effect.MyPersistent.Start -> At target -> Create
    Ref -> ::global.MyNameImpact :: Self
    Effect.MyPersistent.Stop -> At target -> Destroy
    6. Create launch point actor with events:
    Effect.MyPersistent.Start -> At caster -> Create
    Ref -> ::global.MyNameLaunch :: Self
    Effect.MyPersistent.Stop -> At caster -> Destroy
    7. Create beam that use my impact and launch points...

    Ok... beam creating without problems... BUT! It creates on more than 3 units. Also if I have more than 1 healing unit and it dies then all beams of other healing units also destroying.

    Posted in: Data
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    posted a message on Beam problems

    I've unit with behavior that search closest allied units and heal them. Heal effect - like medivac beam. BUT! It creates super amount of beams, not one per healing unit (i wana 1 - per unit). Beam actor has been created like medivac - impact point, launch point and beam, which using this points. This 3 actors creates with persistent effect - impact at target, launch at caster, beam without any termins.

    Posted in: Data
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    posted a message on Remove animation

    How to delete Stetmann's animations Stand Right, Stand Left? I used:

    UnitCreation.xxx ->AnimGroupRemove Stan,Left
    UnitCreation.xxx ->AnimGroupRemove Stan,Right

    xxx - my unit... not work.

    Posted in: Data
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    posted a message on Problem with model in the container

    Model size min 1.2, 1.2, 1.2; max 1.2, 1.2, 1.2 Equipment one for all heroes... model in equpment window auto generates by sc2 (I don't change model field in the equipment data - it empty). And, I don't wana creates equipment for each hero with model.

    Posted in: Data
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    posted a message on Equipment must not hide

    Ok... next problem. When I press equipment button (marked as red round in the picture) it shows Heros equipment window. If I select other unit and after select my Hero again - the equipment window will closed. Is it possible to save equipment widow opened if it was opened, and save it closed if it was closed.

    Posted in: UI Development
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