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    posted a message on Unit reaquiring random target after each shot?

    @Azzaaer: Go

    Ok so i have made screenshot and highlighted what connections i see and understund in your machine gunner unit:

    These 2 effects have visible connection with unit's attack actor. How about the rest?
    http://img259.imageshack.us/img259/7720/connections.gif

    edit:
    ahh... they are connected with the weapon... What i dont understund: why attack effects are connected some with actor and some with weapon?

    edit2:
    Oh at last i was able to make this random offset for my long range artillery unit with persistant attack effect. It shoudlnt be hard now to figure out how to make more units like that :) THanks again for help.

    edit3:
    I did it xD I did it! :D

    Posted in: Data
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    posted a message on Unit reaquiring random target after each shot?

    @Azzaaer: Go

    How to i add this new "create persistent" effect to my unit? Where to link it with the unit/actor?

    I know that there are effects, and actors, but i have no idea where they are linked with units... How do i add an actor or effect to unit? I can only add effects and actors that are not linked with anything.

    Posted in: Data
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    posted a message on Unit reaquiring random target after each shot?

    Thanks.

    I will try to clone what s3rius posted, to do such thing from the scratch. Never done it yet. So far i only edited and swapped stuff. Slowly, very slowly figuring out how these are connected with each other. After braketroughs in my learning it all seems to damn simple from the moment i know how it works. But for now... making what you did is still black magic. :) Im going to study it's arcane knowledge now cause the effects are bloody worth it. :)

    p.s.
    love the idea of this heavy machine gunner :D I hope i will be able to show off with the unit im trying to create atm. Such custom units that looks and works cool are so damn nice difference to all these "balanced", boring sc2 multiplayer units.

    Posted in: Data
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    posted a message on Unit reaquiring random target after each shot?

    @o3210: Go

    Mb?

    edit:
    Im not that advanced in editor to know each of its aspects. I havent done anythng with validators yet, so if you would be so kind and explain me how do i try what you suggested, i would be thankfull.

    Posted in: Data
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    posted a message on Unit reaquiring random target after each shot?

    Do you know how to achieve this effect? I would like my unit to fire missile at its target, and then reaquire next, random target in range. Cant find the way :/

    edit:
    I think i could achieve similiar effect with 2-3 weapons firing at different targets. But how to do that?

    edit2:
    Another option would be to make the projectile not accurate and land with some random offset from the target.

    Posted in: Data
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    posted a message on Having a unit fire multiple weapons at individual intervals.

    @Khazetuha: Go

    There are 2 fields in weapon's stats called:

    - Random delay minimum
    - Random delay maximum

    you tryied them already?

    Posted in: Data
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    posted a message on [solved] A way to make missiles not guided?

    @Kueken531: Go

    Thanks for the link. Interesting stuff.

    Posted in: Data
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    posted a message on [solved] A way to make missiles not guided?

    @Kueken531: Go

    I will keep looking for that effect then. But while were at movers. I have been already playing with them and most satisfying options were all phases with ballistic driver (im tyrign to create long range, missile artillery - range around 20). It looked most natural with proper gravity settings. But whats wierd, is that when its shoting moving units, at the end it starts a totall mad circuss... instead of flying like a rock to the very end, at the last moment it sketches wierd shapes in the air which ruins everything :/ I star tot think that ballistic driver is just totally bugged.

    edit: btw can you tell me why in so many values all these phases have "-1"? And pretty often in places where this value makes no sense at all?
    And another question: Anyone know what are these 4 phases? Why phase 3 and 4 have no driver at all?

    edit:
    The thing is that with ballistic driver it works naturally only with standing targets. Cause the projectile land exactly at the original target location. Is there a way to bypass the need of projectile pursuit the target after it gets to the ground or the editor is bugged as i thought?

    edit

    Btw. why these movement phases have fields like:

    1. speed
    2. speed range
    3. maximum speed
    4.minimum speed
    ...and tones of acceleration fields.

    I mean... wtf? Cant it be simple and working?

    edit:
    To show you exactly what i mean i have made little sketches:

    1. What i have now: (nice natural flight and then wierd stuff at end - with 1 and 2 phase as ballistic)
    http://img651.imageshack.us/img651/2186/ballisticballistic.gif

    2. What is as default for my custom unit weapon (1st phase ballistic, 2nd phase guided - unnatural flight path, looks ugly and completely not like long range missiles):
    http://img233.imageshack.us/img233/5145/ballisticguidance.gif

    3. Two options i would like to see: either nice natural ballistic-wise flight that ends at the actual target's location or at its original location.
    http://img716.imageshack.us/img716/4858/rightway.gif

    If someone is able to achieve such thing i will give you candy!

    Posted in: Data
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    posted a message on [solved] A way to make missiles not guided?

    Im interesting in making unit that shots volley of missiles that can miss fast moving unit. Is it possible to make such thing without escessive hassle?

    p.s.
    I mean "missing a target" in the way that it can hit someone who was behind it and is at the target's previous location (location target was when my unit opened fire).

    Thanks in advance.

    Posted in: Data
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    posted a message on Actor's event: play destruction animation.

    How to make actor event telling it to play destruction animation withotu destroying the unit?

    thansk in advance.

    edit:
    There is such thing as "model swap: Barracks Death" but even if it have exploding animation, its frozen. And i dont know exact name of this animation to play it trough "animation play" action.... It shoudl list the names of availabel animations instead of giving us blank text input field :/

    edit2:
    Ok there is a way to do it :) I have been searching trough model preveiwer and found that BarracksDeath model animation is called just "Death" or "Death01". So actor's events looks like this right now:

    event: something happens
    action: model swap -> barracksdeath

    event: model swap
    action: play animation sequence (not "play animation")
    Name: Death
    Animation name: Death

    edit3:
    Now we have to find out how to add explosion sound to this...
    There is no such sound in actors events :/ There is birth, movement, click, yes etc etc... but there is no explode :/

    edit4:
    Ok, you can do that by setting up event on model swap to play unit sound called lets say this "contruction" and then in actor's sound tab change construction sound file to some explosion sound file :)

    Posted in: Data
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    posted a message on Using "morph zergling -> baneling" ability for buildings?

    @Azzaaer: Go

    OK found way around:

    Set morphing unit to anything (but "none") and then in lvl1 building's actor's events add:

    AbilMorph.Yourlvl1building.Start
    - ModelSwap Yourmorphingunit
    

    It wont work tho, if in cloned zerlging -> baneling ability you will set morphing unit model to "none".

    Posted in: Data
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    posted a message on Using "morph zergling -> baneling" ability for buildings?

    Hello.

    I have been trying to use "morph zergling -> baneling" ability for my custom buildings upgrades, and everything works fine but the "morphing unit". It just doesnt show. All that happens is the lvl 1 building gets a progress bar, then changes instantly to lvl 2 building when bar finishes :(

    How to make the selected "morphing unit" unit appear analogycally to baneling cocoon?

    thanks in advance.

    Posted in: Data
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    posted a message on [Solved] Buildings' facing - how to rotate them?

    @shardfenix: Go

    Ah yes indeed :D There is a field called "Stats -Facing" in the very unit tabs. Not an actor, nor model tabs like i thought it will be. :)

    Thanks a lot.

    Posted in: Data
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    posted a message on [Solved] Buildings' facing - how to rotate them?

    Hey guys.

    Im currently playing with custom structures-units and realised how cool it would be if i would be able to rotate the new set models. Could you please instruct me how to achieve such thing? I have searched everywhere to no avail. I have also tryied actor.birth action "set facing" and "set roatation" but they dont change anything.

    thanks in advance

    Posted in: Data
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    posted a message on [solved ] Cloning marine with shield, leaving original marine without.

    How to make clone of marine unit that would have combat shield model on it, leaving the original marine without this shield?

    edit:
    ok found solution.

    In the original marine actor's events change "add" to "remove", and in unit creation event remove validator and leave only the stuff with "cover cover" something something. :) So the shield is hardcored, integral part of the marine. It cannot be changed outside of the unit itself.

    Posted in: Data
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