One of the things I've realized for the orb tentacles, if you aren't moving while the missiles try to return - they tentacles return quickly. But if you move before the tentacles try to return, they'll take some time to fully return.
I finally understand how it works, I got stuck at figuring out how the Attack Actor detects where to fire from. I realized that the process is automatic, and not done manually - given that on fire, it removes the alias needed to be a valid launch point and re-adds it when it returns. Can you show me a bit about texturing replacing? I don't really get how to do it on effects, since they aren't like regular models.
edit: NM, After some re-reading of the Texture Select I get it. But man part of it is like a dice roll until u hit something nice rofl.
Yeah especially when it gets complicated and there are signals to each other it's like a giant spider web. The data navigation doesn't even show nodes pointing at each other with the kind of actors you have. A visual representation might make things slightly more clear, but since that can't be done I have to do all the direction work myself which is kinda hard lol.
I will be reading that ring of frost tut, but I'm currently trying to solve this one out right now. It's got me a bit confuzzled.
A similar protoss version exists in the 'bosses-with-0-triggering-fun-or-shit' map.
Thank you, appreciate it - will be looking into it today.
Man... the spells in the map are awesome - but the Spike Bomb ability is truly epic. I have hard time wrapping my head around it atm - the data editor is much more powerful and useful than I how use it seems...
Edit:
I see what spike bomb is doing now, it's really good use of actors that I would've never even cared to think about.
The Rain of Fire, causes the initial delay between spike bombs rising, and uses 3 persistents to checkpoint the wandering effect. Never though of doing delays via the data like that, real interesting.
The Site (Mover) actors are created from the Spike Bomb Center, which is created from the Pivot after the MoverUp and each mover designates a impact location via one of the 6 rotations + 5 Z offset from the center.
I have never known about Model Material, Site, Site (Mover) actors and their usefulness until today. >:} Thanks for that.
One of the early misconceptions I had was that, the Spike Missiles for the bomb had 3d-collision for their damage searches. But it's just one search effect that deals damage to all nearby units.
One of the things I've realized for the orb tentacles, if you aren't moving while the missiles try to return - they tentacles return quickly. But if you move before the tentacles try to return, they'll take some time to fully return.
I finally understand how it works, I got stuck at figuring out how the Attack Actor detects where to fire from. I realized that the process is automatic, and not done manually - given that on fire, it removes the alias needed to be a valid launch point and re-adds it when it returns. Can you show me a bit about texturing replacing? I don't really get how to do it on effects, since they aren't like regular models.
edit: NM, After some re-reading of the Texture Select I get it. But man part of it is like a dice roll until u hit something nice rofl.
@abvdzh: Go
Yeah especially when it gets complicated and there are signals to each other it's like a giant spider web. The data navigation doesn't even show nodes pointing at each other with the kind of actors you have. A visual representation might make things slightly more clear, but since that can't be done I have to do all the direction work myself which is kinda hard lol.
I will be reading that ring of frost tut, but I'm currently trying to solve this one out right now. It's got me a bit confuzzled.
A similar protoss version exists in the 'bosses-with-0-triggering-fun-or-shit' map.
Sorry but here's a question:
What does setting the Host to ::Creator do?
Thank you, appreciate it - will be looking into it today.
Man... the spells in the map are awesome - but the Spike Bomb ability is truly epic. I have hard time wrapping my head around it atm - the data editor is much more powerful and useful than I how use it seems...
Edit: I see what spike bomb is doing now, it's really good use of actors that I would've never even cared to think about.
The Rain of Fire, causes the initial delay between spike bombs rising, and uses 3 persistents to checkpoint the wandering effect. Never though of doing delays via the data like that, real interesting.
The Site (Mover) actors are created from the Spike Bomb Center, which is created from the Pivot after the MoverUp and each mover designates a impact location via one of the 6 rotations + 5 Z offset from the center.
I have never known about Model Material, Site, Site (Mover) actors and their usefulness until today. >:} Thanks for that.
One of the early misconceptions I had was that, the Spike Missiles for the bomb had 3d-collision for their damage searches. But it's just one search effect that deals damage to all nearby units.
Very cool, are you ever going to be putting up a demo map for this?
I'm very curious as to how you did it.