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    posted a message on Missile Buff

    1) Made missile effect ability/spell

    2) Made buff to increase the unscaled damage of the unit using the spell

    Problem) Damage buff not increasing the missiles damage, damage remains as the default damage effect

    What am I doing wrong?

    All my other buffs are working with my unit but when it comes to the damage of the missile it doesn't apply.

    Posted in: Data
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    posted a message on [Beam] Terrain Guidance?
    Quote from abvdzh: Go

    Search for "Line Attack" in ability, effect or behavior tabs some of that data objects will lead you to the unit that has this ability it calls something like SOA Mothership or whatever, i forgot exact name.

    Oh, I had to add the void dependency to get it. I'll look into it, hopefully it will help, thanks.

    Posted in: Data
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    posted a message on [Beam] Terrain Guidance?
    Quote from Alevice: Go

    I might be talking out of my ass, but how about having a dummy invisible projectile that uses your desired mover and stuff, and then attach the beam end point to this invisible projectitil?

    Sounds great but how would I attach the beam to that exactlly?

    Quote from abvdzh: Go

    there is tal'darim mothership which hopefully has desired ability. The beam's endpoint is guided by missile, is that what you need?

    Which ability is guided by missile? I only see vortex and wormhole. The only beam I see is from the weapon attack actor. I also don't see a missile/projectile for Tal'Darim Mothership so I'm not sure what is guiding a beam if any.

    Posted in: Data
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    posted a message on [Beam] Terrain Guidance?
    Quote from FunkyUserName: Go

    a beam is defined by a start and end point. you could calculate in triggers if it will hit the ground -> then create several beams so that it wont intercept the terrain.

    I'm not sure what you mean, never done anything like that before can you explain further?

    What do you mean by "create several beams so that it wont intercept the terrain"? I don't understand.

    You mean calculating the point it touches the terrain so it won't cut through and creating a new beam at the other side ??

    Posted in: Data
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    posted a message on [Beam] Terrain Guidance?

    So I'm a total newbie with projectiles and beams but I managed to create both without too much trouble, I'm stuck at trying to figure out a way for creating a beam that acts like a projectile regarding terrain.

    My projectile has a guidance mover thing which I think allows it to travel up and down along terrain rather than cutting through the terrain to its target.

    My beam, however, cuts straight through the terrain which is pretty bad, I have no idea on how to create the same effect without the guidance mover, since it's attached the the ammo weapon of the projectile and the beam has no projectile..

    Is this currently possible?

    Any help or insight appreciated, thanks.

    (Edit: If not is there a way to make the beam collide with the terrain so that it won't cut through?)

    Posted in: Data
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    posted a message on Rotate Actor

    Hey so I've been trying to use Events under a units Actor to rotate him so that he's horizontal rather than vertical but whenever I try to use one of the rotation, pitch, yaw, or roll, they have 0 effect. What am I missing?

    Any help appreciated, thanks.

    Posted in: Data
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    posted a message on Text Style Size

    @Projekton: Go

    Yeah, that's what I was afraid of doing, was hoping for a more convenient way I didn't know about.

    Thanks nonetheless!

    Posted in: Triggers
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    posted a message on Text Style Size

    So I have this text tag.

    I added a text style to the text.

    I have this trigger that use to increase and decrease the font of said text tag, but since I added the text style to it, its font size overrides any changes to the text tag.

    So now my text tag looks nice but won't respond to font size changes.

    How can I fix this?

    Any help appreciated, thanks.

    Posted in: Triggers
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    posted a message on Display Mode Issue

    @FunkyUserName: Go

    Problem was the field of view increasing and decreasing horizontally for vertical view and the opposite for horizontal so I just swapped it and added a bunch of extra space to compensate for windowed mode and dissimilar resolutions. Not really a fix but the only work around possible.

    Posted in: Melee Development
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    posted a message on Display Mode Issue

    @FunkyUserName: Go

    That won't work either, since changing resolutions offsets the perspective, the bars would just make the screen smaller basically.

    I'm using a locked aerial view for my map so it's a serious problem.

    Posted in: Melee Development
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    posted a message on Display Mode Issue

    I have a pretty game breaking problem.

    I've been using [Display Mode] [Fullscreen] [1920x1080] to make and test my map and everything has gone fine besides the fact that ever since I tried testing it on any other mode it completely ruins my map, cutting off parts and showing parts of my map I didn't want players to see such as black space and the map not being centered anymore. I believe just about every other display mode shows a different portion of the map, and even more drastically when using windowed mode.

    My question is if there is a work-around however complicated it may be, or if I should use a specific Display Mode to create my map around, maybe windowed mode since I believe that mode has a set display size or maybe it's just on my computer?

    Any help appreciated, I'm waiting eagerly, thanks.

    Posted in: Melee Development
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    posted a message on Human Supply Icon (Solved)
    Quote from MiketheSspike: Go

    I doesn't even default to Human. It shows as a lightblue missing icon color.

    When you use assets sometimes you may get it as the missing color, or it may just disappear. Edit: Actually I think assets would be fine, I think I'm talking about hooking it up as a dialog item which I use to do and it sucked lol.

    If you do as I said, look for the supply icon for the race your player is using and copy its name, then look for the human icon you want to replace it with and export and import it but this time rename its file name with the paste. Don't forget to save the doc just incase.

    Posted in: Data
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    posted a message on Human Supply Icon (Solved)

    Just export and reimport the human icon and rename it to replace the default terran icon or whatever race you're using.

    Posted in: Data
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    posted a message on HotS Unit Status
    Quote from FunkyUserName: Go

    damn ui-editor, yes i added a "2" behind "HotS_UnitStatus" wherever it was used as template template="HotS_UnitStatus2/Any"

    Ah geeze that makes sense now. I wasn't thinking about that and was changing the wrong values.

    Thanks a lot!

    Posted in: UI Development
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    posted a message on HotS Unit Status

    @FunkyUserName: Go

    I don't think the ui changes you did saved, still the identical map.

    But adding 2 to which templates? I tried it before but didn't work for me.

    Like, renaming all the frames with 2 at the end?

    Posted in: UI Development
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