Go to the behavior Pylon - Power Source and change the radius to whatever you want it to be.
(This will also change it for the existing pylon, so you should consider dublicating it for a new unit)
Hmmm - I cant seem to figure this out. I'm sorry for being a noob, I've never actually worked with the persistant effect :|
I did set the Target - Launch Location to target point, and the Target - Impact Location to target, and the effect to my persistant effect.
The Persistant Effect got it's Periodic Offset set to (0,0,20)(0,0,0), Initial effect set to my missile effect, and the Initial Offset set to (0,0,20).
The missile is launced from the target point, but it's from (0,0,0) to (0,0,0).
I cant figure out how to set up the site actor, as I've never used it before, could you please explain it step by step?
1.
The only way I know this could be done, is to make the damage effect deal 0 damage, and then deal the damage with a trigger, dealing weapon damage times 2.5.
Ok, I might use the method you suggested, as I am already using something very similar for attribute increment.
I just thought that it might've been possible, and I was just missing something.
How do I make a behavior that absorbs 100 damage, and after the 100 damage is dealt, it will be removed.
Eg. Unit takes 150 damage, it will ignore 100 damage and deal 50 damage to the unit.
I checked out the "Defense Matrix" ability, but that increases the shield capacity of the unit. I just want to have a shield that is not a bonus to the shield attribute.
Hmm, I made the persistant, but I'm not very familiar with the create persistant effect.
I made the missile launch effect, and I tried setting the periodic effect to 0,0,20 and make it launch a missile, but it launches from teh caster.
How do I make the missile launch from the 0,0,20 offset and go to 0,0,0 offset (both offset from target point)
NOTE: I did check out the hellion attack, but that does not explain much to me as far as I can see. I dont understand how it attaches to Site actor to the effect as a target point :/
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@admielke: Go
Instead of responding like that you could simply say "Okay, I'll try to express myself more clearly next time".
Afterall people are here trying to help you, the least you could do is to be kind to them in return.
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@ElBushido: Go
Go to the behavior Pylon - Power Source and change the radius to whatever you want it to be. (This will also change it for the existing pylon, so you should consider dublicating it for a new unit)
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@XLIIVI: Go
I just did this, for making a force field hollow (meaning units can be trapped inside it).
You set the Movement: Pathing Footprint to your footprint, and set the radius of the unit to 0.
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@MacSC2: Go
I'd assume this would do the trick for you.
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Hmmm - I cant seem to figure this out. I'm sorry for being a noob, I've never actually worked with the persistant effect :|
I did set the Target - Launch Location to target point, and the Target - Impact Location to target, and the effect to my persistant effect.
The Persistant Effect got it's Periodic Offset set to (0,0,20)(0,0,0), Initial effect set to my missile effect, and the Initial Offset set to (0,0,20).
The missile is launced from the target point, but it's from (0,0,0) to (0,0,0).
I cant figure out how to set up the site actor, as I've never used it before, could you please explain it step by step?
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@Spoolofwhool: Go
Thank you :) this works as it should, also I had to check the "Modify minimum damage" field :)
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@MacSC2: Go
1. The only way I know this could be done, is to make the damage effect deal 0 damage, and then deal the damage with a trigger, dealing weapon damage times 2.5.
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@Trieva: Go
Ok, I might use the method you suggested, as I am already using something very similar for attribute increment. I just thought that it might've been possible, and I was just missing something.
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How do I make a behavior that absorbs 100 damage, and after the 100 damage is dealt, it will be removed.
Eg. Unit takes 150 damage, it will ignore 100 damage and deal 50 damage to the unit.
I checked out the "Defense Matrix" ability, but that increases the shield capacity of the unit. I just want to have a shield that is not a bonus to the shield attribute.
0
@Spoolofwhool: Go
Hmm, I made the persistant, but I'm not very familiar with the create persistant effect. I made the missile launch effect, and I tried setting the periodic effect to 0,0,20 and make it launch a missile, but it launches from teh caster.
How do I make the missile launch from the 0,0,20 offset and go to 0,0,0 offset (both offset from target point)
NOTE: I did check out the hellion attack, but that does not explain much to me as far as I can see. I dont understand how it attaches to Site actor to the effect as a target point :/
EDIT: @Doubleclick123: Go OMG! you're right! D:
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How would I come around making a missile get launched from the sky and hit the ground dealing damage (AoE damage)
I want to make it take 2 seconds to land, but that's the mover I guess.
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@DrSuperEvil: Go
Aw man ;) well I'll have to work on another way :)
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As the title says, how do I make the behavior icon on a unit display the amount of stacks, and the remaining duration on it.
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@KillerJoe1273: Go
I'd suggest you to read this tutorial :) http://www.thehelper.net/threads/triggers-a-beginners-guide-to-dialogs.149621/
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@DuckyTheDuck: Go
Oh, okay, thank you - stupid of me :)