I dont know if its possible just an idea i had, could you use charges on an ability to make the turrets cost 1 charge, then use a behavior which adds the charge back when the turret dies?
I just was making me map and then I killed some stuff and naturally they blew up. It got me thinking is it possible to play animations such as death animations in reverse???
For the reviving even if you are not putting it in, you can use the behavior 'valerian 02a incapacitated' and have a trigger that fires whenever this behaviour is applied, or a periodic one that checks for units with this behavior. On the other hand you can make a revive ability in the data editor also but i am not entirely sure how to do so.
I made a turret awhile ago using the bunker attachment model (the turret on the bunker in the campaign) and it does not have a turretz attachment point. When i tried using this turret it did not turn however when i used the sentry turret it worked fine. Do turrets have to be attached using turretz??
Like the title says i want to alternate launch points, similar to how the marauder works but for the pop up turret from the campaign. It has 4 guns with 4 attachment points. It is going to be a model addition (The turret that is) if that makes it any harder. I aim to have a missile launch out of each turret (4 in total) I believe i use attachment methods or something along those lines but i have no idea how to do this without creating 4 separate attack actors for each point.
Thanks
( Is it as simple as going into attach methods and adding the various weapons attachment points into key+)
Got the missiles to work =D now i am faced with a new problem.. I want to use launch assets to make a flash effect at the weapon but it seems the site actor does not effect this. Which field do i have to change in order for it to occur where i want it. i have tried launch site ops and that didnt work either
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could u use validators one which checks for bio and another for light, then use a combine validator which compares them using 'or'?
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I dont know if its possible just an idea i had, could you use charges on an ability to make the turrets cost 1 charge, then use a behavior which adds the charge back when the turret dies?
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couldnt u just calculate the variable when u need it?
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when a unit dies you can check if it is in the region and if the number of enemy/units for playerX == 0 then run your spawn trigger
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When u restart the timer use 'Set title for timer window' and this should update the title
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Ah the timer window has to be 'refreshed' every time the new timer beings so that the title will be updated
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You need to start the timer before you can set it as the last started timer.
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Just curios how does one use markers?
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you have to show the dialog using the show/hide function
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I just was making me map and then I killed some stuff and naturally they blew up. It got me thinking is it possible to play animations such as death animations in reverse???
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For the reviving even if you are not putting it in, you can use the behavior 'valerian 02a incapacitated' and have a trigger that fires whenever this behaviour is applied, or a periodic one that checks for units with this behavior. On the other hand you can make a revive ability in the data editor also but i am not entirely sure how to do so.
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I made a turret awhile ago using the bunker attachment model (the turret on the bunker in the campaign) and it does not have a turretz attachment point. When i tried using this turret it did not turn however when i used the sentry turret it worked fine. Do turrets have to be attached using turretz??
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double check the unit actors of what ever unit u are sitting the turret on, and make sure that the model is set correctly
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Like the title says i want to alternate launch points, similar to how the marauder works but for the pop up turret from the campaign. It has 4 guns with 4 attachment points. It is going to be a model addition (The turret that is) if that makes it any harder. I aim to have a missile launch out of each turret (4 in total) I believe i use attachment methods or something along those lines but i have no idea how to do this without creating 4 separate attack actors for each point.
Thanks
( Is it as simple as going into attach methods and adding the various weapons attachment points into key+)
0
Got the missiles to work =D now i am faced with a new problem.. I want to use launch assets to make a flash effect at the weapon but it seems the site actor does not effect this. Which field do i have to change in order for it to occur where i want it. i have tried launch site ops and that didnt work either