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    posted a message on Hardened Shield Actor Event

    @DrSuperEvil: Go

    These are my current events for the shield actor:

    Behavior.HeavyShield.DamageHandled -> Create

    Behavior.CompactShield.DamageHandled -> Create

    Behavior.StandardShield.DamageHandled -> Create

    I've tried looking for a term to check for an existing behavior or ability, but no luck so far

    Posted in: Data
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    posted a message on Hardened Shield Actor Event

    I am hoping someone out there can give me some ideas to try to help fix my latest trouble. First I'll give the rundown of what's happening and then what I've tried so far.

    The heroes in my current project map have an ability called Heavy Shielding (Well, three different types Compact, Standard and Heavy, but that doesn't matter much). This ability is in essence a mana shield for my heroes that drain energy by X amount for each point of damage taken. This is done both with a dummy behavior with a damage response and a trigger called every time the unit would take damage. This all works as well as it should (I wish there was a better data solution for the mana shield ability, but I've yet to successfully create one).

    I have created an actor based off the Hardened Shield actor from the Immortal protoss unit. While the dummy behavior is active and any damage is handled by the damage response it fires off the animation for the Hardened Shield. This all works great, heroes get surrounded and the animation is playing continuously.

    The trouble I've run into is one of my heroes has an ability that does X amount of damage per second while active, but boosts his damage and attack speed by Y and Z. The problem is when my Heavy Shield is active the damage is getting handled by my damage response and then triggering the Hardened Shield animation which I want to prevent.

    I added an extra condition to my trigger that handles the damage the unit takes so it no longer activates my trigger when the ability damages the unit, but I haven't been able to successfully come up with a way to prevent the actor from firing off when this happens. I would like the shields to be active at the same time as the self-damaging ability so that any external damage is handled like it should.

    I tried adding a term to the actor event with a Status Set and IsStatus combination that required the Status to be 0, but anytime the self-damaging ability was turned on it would change that Status to 1, then when it was turned back off it would change the Status back to 0 where it should be. This didn't seem to do anything but disable the shield animation entirely. I should also note that this Heavy Shield is in use by 2 of my heroes and only one of them has the self-damaging ability. I'm working to try and find a solution that allows both units to have the animation appear for external damage.

    Thanks for reading that mini-wall of text, Any suggestions?

    Posted in: Data
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    posted a message on Making Icons for requests

    Awesome work! Sorry I wasn't more specific in the request, but I appreciate it nonetheless.

    Posted in: Art Assets
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    posted a message on [Preview] Panda Marine

    I like it, but I agree when your playing ingame it won't look much different. For movies and such it would work out perfect though.

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    If you get a chance can you create a hero icon for the firebat from this picture?

    http://images3.wikia.nocookie.net/__cb20080806044419/starcraft/images/3/3b/Firebat_SC2_Cncpt1.jpg

    Just something with the helmet/face in it

    Posted in: Art Assets
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    posted a message on Getting Hero Attribute and Level

    After some searching I think I found a way to get you hero attributes. I used Stack Count Behavior on Unit and then selected my Stat - Agility attribute. Now I'm not sure if this works on every setup, but it did pull out the correct count for my Attribute.

    Posted in: Triggers
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    posted a message on Looking for Terrainer for Urban Enviroment

    I've been working on a Zombie map similar to the SWAT Aftermath maps from Warcraft 3. I've been making good progress and have attempted to terrain some myself, but it seems it's not my forte. The map takes place in a large urban setting, like Chicago, New York, St. Louis etc. I've got a basic layout created and can be sent to anyone interested. As one might expect the map is going to have a very dark, post-apocalypse feel to it, wrecked vehicles, broken and destroyed buildings, fires everywhere, blood and bodies, the works.

    If anyone can help out that would be amazing. If you are working on another project and only have a few minutes here and there to spare that's OK, it doesn't have to be done tomorrow (so to speak). I've still got a lot of ability, unit and trigger work to do, but I looking for a good terrain to work with so I can work on getting my spawn and attack triggers perfected.

    Posted in: Team Recruitment
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    posted a message on [Released!] General Warfield

    Underp4ntz, I love it! Everything is working great in game, thanks a bunch!

    I do have one tiny request :)

    can you make a wireframe and btn-unit icon for the marine version, like you have done for the chaingun version?

    Posted in: Art Assets
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    posted a message on The Elite Forces of Raynor's Raiders

    I'd be willing to help out doing stuff in the Data Editor if your still looking for people. I'm not an expert by any means, but I know my way around the editor well enough and right now am just kind of screwing off on my own map. Just send me a PM

    Posted in: Team Recruitment
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    posted a message on WoW Model-Pack Requests

    Those fish are great, I was just looking to add a bit of variety into my water, thanks a bunch!

    Posted in: Art Assets
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    posted a message on WoW Model-Pack Requests

    Can you export some of the fish models?

    Posted in: Art Assets
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    posted a message on [UltiDrgn]'s Request Corner

    Hey UltiDrgn, can you take some of the weapons like Tychus's chaingun, Tosh's rifle and Nova's sniper rifle and make them individual models? I'm looking to try and use them for weapons lying on the ground

    Posted in: Art Assets
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    posted a message on Set rain to everywhere?

    Sure I'll take screenshots now, I use a trigger that generates a lot of rain emitters, I tried scaling but they didn't turn out right to me, instead of covering more of an area they just instead made my raindrops bigger. There are a couple of variables you'll have to modify to fit your map.

    I do have a Day/Night system, there is a small clock up in the left hand side of the screen that displays the current time.

    I did screw up in those screenshots, the mapheight and mapwidth are set to 0, just change those to your map height and width

    Posted in: Miscellaneous Development
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    posted a message on [Released!] General Warfield

    wow, even better :p

    Posted in: Art Assets
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    posted a message on Set rain to everywhere?

    So I decided the Heavy Rain sound just wasn't loud enough, so I made it a lot louder. I wanted it to feel like you were actually in this massive downpour, barely being able to hear your own units sounds and such. Attached is my new Heavy Rain sound if anyone wants it. I also fixed a few bugs with my triggers where the random weather would clear and then set the exact same conditions back on, and another issue where my sounds wouldn't stop playing, even if it was a clear day you'd be hearing the heavy rain sound. If anyone wants updated screenshots say something

    Posted in: Miscellaneous Development
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