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    posted a message on Global Offset [solved]

    Trying to make a skillshot that will move across the map. Yet so far, it seems to work fine, the projectile deals damage and dies as intended. The problem seems to be that if i use the offset from a presistent to move back the target point (so the projectile doesnt impact on the target point, but far, far behind it) often it does not seem to move as intended.

    If i intended to hit the xel naga tower, it will go slightly left of it, and not on it (depending on how far off i am). Any idea what might cause this X-axis problem? Any suggestion for where to look?

    Posted in: Data
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    posted a message on (Solved) Arc cursor splat

    @DrSuperEvil: Go

    I think so yes.

    Posted in: Data
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    posted a message on (Solved) Arc cursor splat

    @FunkyUserName: Go

    Oh sorry, didnt find it. Thanks!

    Posted in: Data
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    posted a message on (Solved) Arc cursor splat

    How would you make an arc cursor on the enemy target, so that the player knows how the splash damage will be distributed? I seem to have some problems actually making an arc cursor splat.

    The arc im going for is 90 degrees, but the cursor im trying to implement (the cone one) doesnt seem to want to turn...

    Posted in: Data
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    posted a message on Goliath alternating weapon

    @Zolden: Go

    I noticed in the attachment field it was not driver specific, but effect specific. It all works fine now. Thanks everyone!

    (solved)

    Posted in: Data
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    posted a message on Goliath alternating weapon

    So, ive copied the goliath hellfire missile weapon and hoped to make a nice looking presistent effect of it, continiously shooting missiles. The missile part works fine, shooting away tons of missiles. The problem seems to be its only firing from one side. Tried to mess with the attachment query, without any success. Ideas/suggestions?

    Posted in: Data
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    posted a message on Burrow movement splats

    Tried to make another unit move underground. Works great. What doesnt work great is that the normal burrow down effect is still at its original position. I tried to use partly the macroes from the roach and infestor, and also try to copy parts of the actors that seemed to affect the burrow (testing atlest 20 times with diffrent comboes). It only ended with the unit "being burrowed" but walking normally, and with the burrow movement effects only added on (not as smoothly as with the infestor or roach). The original burrow splat still was where i first burrowed the unit.

    Does anyone know what actor governs this? Sorry for alot of posts lately. I really do try to go through everything i know first.

    Posted in: Data
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    posted a message on Mover (straight up, straight down)

    @DrSuperEvil: Go

    That looks really good!

    I really did try alot. But it just wouldnt look right. Thank you! :)

    Posted in: Data
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    posted a message on Mover (straight up, straight down)

    Im not very good with movers at all.

    Im trying to make a projectile fly into the sky, wait a little bit, and then fall on its target. However, im not very experienced with movers, so im not sure how i would go about doing it.

    Any mover you would suggest that i look into? Any tip? :) Thank you!

    Posted in: Data
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    posted a message on (Solved) Actor events

    @DrSuperEvil: Go

    Worked well! Thank you :)

    Posted in: Data
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    posted a message on (Solved) Actor events

    Im trying to get a protoss building to "unpower" when a certain behaviour is not active. I know it has to do with event+, but im inexperienced when it comes to animations and how they work. Anyone got any tips on how to solve it, or any article or forum post i might take a look at?

    Thanks!

    Posted in: Data
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    posted a message on Unable to join

    @FunkyUserName: Go

    Will try uploading to another server and see if it works >> Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on Unable to join

    I had worked for a very long time on an arcade game. It seemed to work really well, and was really fun to play.

    However, when some of my friends would join they would either never get into the lobby, or get kicked out as the game would start.

    Sometimes we had to load all the players in through the replay function.(Aka, all players joining a replay, and getting assigned their own player position.) Note that it never was the problem that the player didnt get the position he or she would get. The problem was that we could not join together and play, because the player would either never get into the lobby, or get kicked out in the loading screen.

    What do you guys think the problem is? What do i do so i dont have to ruin weeks of work in the future?

    Worried and excited at the same time

    Posted in: Miscellaneous Development
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    posted a message on Cleaning up

    @hobbidude: Go

    Can you compare player groups to eachother?

    Posted in: Triggers
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    posted a message on Cleaning up

    In the map, theres a choise which the player has 30 seconds to make. If all players have already chosen, its just annoying to sit through another 20 seconds. Ive collected all the players who've done their choise to a player group. How would i go about shortening the time?

    Can you somehow compare the active players to the players whove done their choise?

    Posted in: Triggers
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