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    posted a message on How to change number of players in a map?

    I need to reduce the number of players in my map from 14 to 10. Can't find the option everywhere. I mean really changing it so it uses a different player dependency.

    Posted in: Miscellaneous Development
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    posted a message on How to change the launch site of a non-weapon missile?

    With the action actor the launch is correct but the projectiles all fly to the end of the persistent instead of impacting at the offsets

    Posted in: Data
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    posted a message on How to change the launch site of a non-weapon missile?

    I have created an ability for the tempest that launches splash attacks in a line (create persistent). The persistent's periodic effect is a launch missile with a separate ammo unit + ammo unit actor (tempest's ground projectile) from the tempest's normal attack that applies a search area on the ground on impact.

    The persistent itself is working and damaging correctly, I can get the missile to hit the correct target point but it's launched from the ground below the tempest. I can also set the height but I would prefer if it was launched from the tempest's normal weapon attack site.

    I also tried making a separate action actor, at which points the missiles launch from the right point but don't hit the right point- if I set impact site under combat to sopAttachTargetPoint, they hit right but get launched from the ground again.

    Anyone know how to solve this?

    The markers for the persistent are also not working (damage overlaps). Some info on the correct setup for that would be welcome as well.

    Posted in: Data
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    posted a message on Help with player cooldowns?

    I have set up a unit with some abilities that have cool downs with location "Player" meaning they can share their cool down with different units on any other ability. However, I've noticed that the cooldowns get triggered at the approach stage instead of cast- for example, if you target a blink (with limited range) from really far away, the cool down will start ticking immediately. If you change to a different order, the cool down is not refunded. This is really problematic- Does anyone know how I can make a player cooldown ability that functions like normal Ability cooldowns would (starting when the caster is in range and begins their Cast phase)?

    Posted in: Data
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    posted a message on Model Attachment Scaling Problems

    Well, whatever works for you. WalkAnimMoveSpeed is the actual value to prevent "sloppy feet" and incorrect walking animations. It basically defines the default speed value at which the model should walk at its original speed- if the actual movement speed is slower, it will walk slower, and vice versa. If you swap a different model based around a different movement speed, it may not walk right unless you change the value.

    Also has the advantage of not affecting any other animations, just walking.

    Posted in: Data
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    posted a message on Model Attachment Scaling Problems

    When you swap the model, set the WalkAnimMoveSpeed value under the animation tab in the actor to the original movement speed of the unit your new model originally comes from. You can do this with an actor event. You should not have to adjust animation speed any other way.

    So let's say zergling has a movement speed of 2.95, and in its actor the WalkAnimMoveSpeed is set to whatever. If you want to swap in a Kerrigan model, and the Kerrigan unit which had that model originally has a movement speed of 2 (for example), you should add another actor event to set WalkAnimMoveSpeed for the actor to 2. The actor should then adjust for size and speed on its own if I remember correctly.

    (WalkAnimMoveSpeed is what it will look like in the actor event, Walking Animation Movement Speed is the full name I believe)

    Posted in: Data
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    posted a message on Can't enable Swarm Queen casting animations

    I'm trying to get the swarm queen actor to play casting animations- at the moment using abilities just causes it to turn towards the target. I tried using Animplay with animation name Attack (the attack animation seemed like a good place to start) but that was not recognized, and I have no idea what animation names to use- Does anyone know what the names of the queen's casting animations are/how I should refer to them?

    Posted in: Data
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    posted a message on How do you show a Unit's Spell Damage in Unit's UI Panel?

    You can display the effective damage of the ability in the button tooltip using <d ref="Effect,YourDamageEffect,Amount"/>. As for a weapon tooltip, you can create a fake weapon and set "Damage Display effect" to your effect, which would literally display its damage, and you could name it Spell Power or something- if you prefer to have a counter which shows how many attribute levels you've increased, it would be better to tie an upgrade to it somehow and add weapon levels to your weapon. But tendentially remember that any extra "armor" spots next to the armor tooltips are just weapons that can't fire.

    Posted in: Data
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    posted a message on How can i make an aoe healing skill?

    Use modify unit unless you want to take off a very specific amount of energy per point healed and for some reason you can't do it with another modify unit... even so create healer effects are very unwieldy and I would nearly never recommend a create healer effect.

    so Search Area -> Modify Unit effects

    Posted in: Data
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    posted a message on Creating a set persistent line effect that doesn't need to target a unit

    I'm trying to create a line damage effect similar to the Hellion's, that is cast by an ability towards the target point. However, if you cast the ability and there are no units along the line, the set persistent doesn't go off- it only works when a unit will get hit (and then the unit is clearly the target visually).

    How can I change the persistent to work without requiring a unit?

    Posted in: Data
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    posted a message on [Solved] Passing a target to Effect - Instant

    As drsuperevil said. All the mark ability needs to do is place a buff on the target. Then make the missile bail effect-instant, and its effect is a search area centered on the caster, with radius (rangeofmissiles), and a validator that requires the target to have a buff, and ass effect your launch missile effect. You don't even have to set max targets assuming that only 1 enemy will be marked at any time.

    Posted in: Data
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    posted a message on How to force a Dropship to unload its units?

    I don't know of any other way, did you make sure your issue order effect was correctly set to target the dropships and use their "unload target" command?

    Posted in: Data
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    posted a message on Building on top of a unit creates extraneous actor

    I'm aware of that :l

    When the unit is placed using the editor, it is created fine ingame, as is the unit that's built on. Only when you build one on the other does it create the bubble in addition.

    Posted in: Data
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    posted a message on Building on top of a unit creates extraneous actor

    I set a unit to be built on top of another unit (they both have 1x1 grid footprints). It's working fine, but when you build the unit on top, it creates a bubble model as well as the built unit's correct model, and the unit that was built on's health bar is still visible. The bubble model belongs to the unit that was built, not the unit that was built on (its health bar reacts to damage the unit the was built takes). When the unit is destroyed, the built on unit reappears and the extraneous bubble model remains around it. Anyone know how to fix this? Where is this model coming from? Do I need to create some events to hide the built-on unit's health bar?

    Posted in: Data
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    posted a message on Buff-/Damage Source-Specific % Damage Amplification?

    There should be an "effect" field somewhere in the damage response where you can set a specific effect, or effects, that are required for the damage response to apply.

    Posted in: Data
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