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    posted a message on Actor events problem

    Actually you can get a model created on the cursor with Ability.(abilityname).Cursor>Create but it only follows the cursor as long as you are aiming the ability, casting or canceling stops it from following your cursor.

    Posted in: Data
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    posted a message on [Hiatus] Actor - Medic's Beam - Model, Beam, Site

    Is the Medic Heal Launch Site scope set to caster unit and the Medic Heal Impact Site scope set to target?

    Posted in: Data
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    posted a message on Actor events problem

    The Splat actor for the 330mmBarrageCannonsCursorSplat is an example of one where the model is created on the cursor.

    The site operations of the (Basic) type might be what you want.

    The Cable Light actor uses signals.

    Posted in: Data
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    posted a message on Prevent Item Usage

    In the Item Containers that you are using for your inventory system is a field called Slots - Classes just set those so that the unit can only hold the right item in the right slot that is set to be able to be equiped in the Slots - Equip field. You can create new classes of item as needed in the Item Classes menu.

    Posted in: Data
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    posted a message on [Solved] Weird Weapon Bug

    Have you identified if it is the weapon or something else? Try using a modified gauss rifle with long range to find out the cause.

    With the latest patch I read something about a range field being added, maybe that has messed something up.

    Any Validators being used?

    Posted in: Data
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    posted a message on maps dont work

    Open, fix and republish?

    Posted in: Miscellaneous Development
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    posted a message on Adding writing to maps (Help!)

    You could also just create a text actor with a desired Z offset eg what automated refinery uses to show you the vespene.

    Posted in: Miscellaneous Development
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    posted a message on [Data] The Uberlisk

    Look at the link I gave that says all factors affecting the tentacle movement (with exception of the launch missile effect movers). To rotate the spines try a Site Operation (Explicit Rotation) SOp set to local in the Actor - Is Local field.

    Posted in: Tutorials
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    posted a message on Issue's with the Leviathan Tentacle Weapon

    Silly question but can you get this issue to apply to other multi weapon/attachment units like battlecruiser or the bunker shrike turret?

    Posted in: Data
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    posted a message on Hero Experience Help

    Erm, have you given the minions Vererancy behaviour the shared properties under Stats. With Stats - Shared - Fraction 1 = 100% exp shared, Behavior -Share Filters is important for being able to target other units with share exp and Stats - Shared Radius affects how far from the exp gaining unit the exp is shared.

    Under Ability - Veterancy Flags also give max lvl leech.

    Other issues, are the units you are killing giving exp on kill and is the Behavior - Target Filters set right?

    Posted in: Data
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    posted a message on Stopping Auto Attack

    Could always try the Click Response behaviour combined with an issue order to cast an Effect - Target ability.

    You could always try the Unit Compare Field validator if you can find the right string to enter so that the unit can only attack if the target has been right clicked.

    The trouble is if you want to attack with a weapon it needs the attack ability and that is tempremental (as is the arm magazine ability) though that might be able to be fixed with the Unit Compare Order Count validator.

    Posted in: Data
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    posted a message on Actor events problem

    Under the ability actor event there is the cursor function, that can create stuff on the cursor.

    There is the one site operation (forget the exact name) that follows your cursor.

    Under actor events you can link events to Signal and I believe there is a send signal trigger eg. streetlight doodad actor.

    Posted in: Data
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    posted a message on [Data] The Uberlisk

    Looks like an infested marine with two (?) oversized spine crawlers attached to the origin/centre point.

    As for the launching the main unit that is a problem caused by hosting, it probably is seeing the host unit as the Hosting - Host Supporter - Subject under the tentacle missile actors.

    Posted in: Tutorials
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    posted a message on Armor Penetration

    Worst case scenario give each unit a hidden buff with the stack representing their armor amount and add a validator of the type Player Requirement with Validator - Player - Value set to target in the Damage effect. With the requirement have it check Behaviour Count with a Less Than node. That way if the unit has armor less than what you want the extra damage is applied, while if it is equal or more than your pen dmg it is disabled by the validator.

    Hope that works, as I have not tried this yet.

    You could also try the Unit Compare Field validator as that seems to be highly cusomizable if you can get the right strings to plug in.

    Posted in: Miscellaneous Development
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    posted a message on Attributes per level

    Try making a stackable buff that adds 1 point to one attribute and copy for each attribute type. Create an Effect - Instant ability thay applies one charge of the buff on the caster unit (self) and give that ability charges that are linked to the copies of it for each of the other attributes. Have the vererancy enable a behavior on level up that uses the same effect as the vulture with its spider mine charges to add the charges to the attribute abilities and using the set effect applies a behavior that disables the +charge behaviour. As buffs can only stack till 256 (I think) have a behaviour with a count behavior requirement that applies a behavior that adds x number of the attribute but removes all stacks of that +1 attribute when they reach a number = to the +x attribute buff.

    I have not tried this but as far as I know it should work.

    Posted in: Data
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