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    posted a message on Big-Game Hunters: ARENA

    thats sucks i spend 6 hours trying to get enough ppl to play my map, but nobody wants :(

    Posted in: Map Feedback
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    posted a message on Big-Game Hunters: ARENA
    Quote from VladTheTerran: Go

    Looks good. Tried to open the links above with file switcher but it doesnt work. Will wait for the next version, or maybe try current if I find it on EU servers.

    ok i heard what u said about name i uploaded one more map named (12) BIG-GAME ARENA so u can easy find it, i published version 1.1 today. still game haven't tested multiplayer yet cuz nobody played it :/ so if u find some problems msg me. btw when u type BIG-GAME ARENA it finds both published maps, they are the same

    Posted in: Map Feedback
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    posted a message on Ability: Effect - Instant with target

    u can create "global variable - unit" and set it each time any unit is highlighterd and set it to no unit when no unit is highlighted then u can create instant effect dummy and effect target ability, then u make trigger that proc than u use instant dummy effect and order ur unit to use target effect to highlighted unit variable, and also u can reset cooldown on ability if variable value is - no unit and do error message like NO TARGET, same with range

    and if u want to get target from attack ability just set this unit variable to unit is attacked

    Posted in: Data
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    posted a message on Laser Wall Ability
    Quote from greythepirate: Go

    @uroboros1987: Go

    Ah, I thought the raven's were individually controllable and gave you an overly complex solution. What I've done is have the persistent run two search effects each period. One looking for units to damage and one looking for a raven. When a raven is found, the persistent effect is destroyed. This could be done with enum's and persistent flags but I've lost my notes on how enumate area validators work.

    A few notes:

    1. The "Randomness" of damage was previously caused by setting the behavior tick to 0.625 instead of 0.0625. The latter has the persistent firing every game tick (1/16th of a game second) while the former only fires 1 in 10.

    2. I removed the pre-launch behavior and added the beam launch behavior to the beam head units, resulting in the beam firing immediately. The damage area then expands with the beam.

    3. I used rectangular search areas and left the debug trace on in case you wanted to make adjustments damage area.

    Thanks alot for lessor, i learned alot about how to mix search area effects, persistents and validators.

    Posted in: Data
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    posted a message on Laser Wall Ability

    i have a big problem with this validators

    Posted in: Data
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    posted a message on Laser Wall Ability
    Embed Removed: https://www.youtube.com/v/XwovS4o2Y8I?fs=1
    Posted in: Data
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    posted a message on Laser Wall Ability

    ok i found how to set up offset and visual just works fine, but i still don't understand how to attach damage to this laser beam.

    Posted in: Data
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    posted a message on Practical Kinetics

    wow thx for info, looks like it has a great capability for ability creation

    Posted in: Data
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    posted a message on (Solved) Particular unit show player's name's tooltip on/off

    i don't get it, how u turned it off? you are talking about tooltip with players name when u highlighting unit right?

    http://imghost.in/img/2015-12/15/2965lvifr49ceq6y4zbumyf1b.png

    Posted in: Data
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    posted a message on realistic momentum-based movement for big spaceships?

    what about turn before moving unit flag?

    Posted in: Data
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    posted a message on Laser Wall Ability

    ok heres image of what I'm trying to do, is like two units that spawns right inforn of you and then going to target point and stays theres a laser wall, i just don't get how to make offsets to order this units go to like +3 -3 offset from target point but spread to right positions right after launch and do damage in right area while they are spreading .

    http://imghost.in/img/2015-12/14/0gjpazn2amnjwi5brkx7qkl0w.jpg

    Posted in: Data
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    posted a message on Bunker Load/Unload animation
    Quote from herdal8: Go

    i think the actor you want to look at is called "BunkerTransport Anim"

    ty

    mb you know how to make shrike turret destroy when bunker got destroyed?

    Posted in: Artist Tavern
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    posted a message on Bunker Load/Unload animation

    ok i created new transport ability for bunker and now its not locking down when i load units inside, i cant find any ability events in actor and i don't understand why its not showing up and how its done, can anyone help me?

    Posted in: Artist Tavern
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    posted a message on Big-Game Hunters: ARENA

    http://imghost.in/img/2015-12/04/j8r6u619l6xm3ojr1rpmwyava.jpg http://imghost.in/img/2015-12/04/ptk7rt50o5fnfbj4obixt0f9l.jpg http://imghost.in/img/2015-12/04/2xlnx28xpqro67ibkoctiqvrd.jpg http://imghost.in/img/2015-12/04/eqjd3a1eon6lt12bex8nyi32b.jpg http://imghost.in/img/2015-12/04/imslr9vu1wk6ay1l0kb2lgpjt.jpg

    I'm working on new version right now btw, theres a huge game play changes coming soon, and balance on current version is screwed up. Looks like theory and practice is way to far from each other, i played game few times and realized that what i calculated be4 is had to be changed immediately, so new version comes soon

    Posted in: Map Feedback
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    posted a message on Want to see someone else play your Map/Mod?
    Quote from Deadzergling: Go

    @uroboros1987: Go

    Hi, so been rather sick and out of things lately, so apologize for the whole nothingness happening. Did you still want feedback for that particular map, and anything I should know about besides what you told me before?

    well I'm working on new version with alot of changes, so u can w8 a bit

    Posted in: Map Feedback
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