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    posted a message on [Solved] Model Addition Creation Problem

    @Photoloss: Go

    I've realized that the model addition wasn't showing up because once i create it it would take on the same scale and opacity as the photon cannon.

    I've unchecked all accepted and inherited property values on the model addition however it still inherits all the properties of the original model. any suggestions?

    edit- I went to the model additions events and added: Actor Creation>Set Opacity 1, and Actor Creation>Set Scale 10. And that made the model addition visible and full scale. Fixed all my problems. Thanks for you're help and views hope this helps anyone else who runs into these problems.

    Posted in: Data
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    posted a message on [Solved] Model Addition Creation Problem

    @Photoloss: Go

    i've already tried the unit construction finish like i said in my first post. he doesn't show up at all...

    edit- UnitConstruction.Finish>Create did actually work. i realized that the model addition was inheriting all the properties of the original unit model. Fix is inthe edit- of the post below

    Posted in: Data
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    posted a message on [Solved] Model Addition Creation Problem

    Hey guys. I'm making a tower defense and i know you're probably saying omg he's asking how to make units turn. No that's not what this is about. I already know how to do that and have got it working except for one problem. When i try to create the model addition For some reason it won't work when i build the unit.

    If i use the Unit Birth event, the addition shows up only when it is placed in editor. The model acts like it's supposed to uses the photon cannons turret to turn and attack units everything is great. However this only works when i place the unit in the editor, if i use the build ability the model addition doesn't show up at all??

    If i use the Unit Creation event, the addition doesn't show up when placed in editor. But when i build it it shows up right when i start construction which makes the warp in construction animation look funny because he is already there. Also when it's created this way the unit won't turn to attack unit's with the photon cannons turret.

    If i use the Unit Construction event, and i don't select Cancel,Finish, or Start. The addition is only created while it is building and disappears once it's created. if i don't select Cancel, Finish, or Start the addition doesn't show up at all whether it's build or placed in the editor.

    Am I missing something, or is there another event i can use that will allow the addition to show up once the building process is finished and it uses the Photon Cannons turret to face enemies and attack?

    Thank you for any help. EFoG

    Posted in: Data
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    posted a message on Castle Wars

    Yeah nothing is final yet. It's still at beta stages. The map allows five players to be active at one time. Each with their own lane and levels. However I'm not very good at balancing otherwise i would have levels 1 through 10 already up and able for you guys to test =]

    Every 10 levels there will be bosses instead of buildings. They will still spawn minions however they will have abilities and attack back at your units.

    I'm also considering allowing heroes. You will be able to pick a different hero and have one active at a time. The hero will be controllable unlike the minions, and have a re spawn timer if they are destroyed. Only one hero will be allowed per level(round) or maybe only during boss battles.

    PvP is a great idea. After you upgrade your building and defense and units i might add the ability for players to challenge other players where they go into an arena and face off to see which is the better player ^_^ thanks for the input guys it is greatly appreciated. If the pvp doesn't make it into the game however i might just make a similar map but with 1 on 1 battles instead of levels, and allowing you to use the data from the single player version that will cross over into the PVP map.

    Minerals will not be awarded by each unit you kill. There will be an upgrade that increases the mineral multiplier which will be put into a formula based on how many kills you get and how long it takes you to beat the level and that is how minerals will be awarded so you will not be able to upgrade during the level(round).

    Any more criticism advice will be greatly appreciated. Hopefully within the week i will have a playable beta that will be up on NA

    Posted in: Project Workplace
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    posted a message on Castle Wars

    Here’s a new project I’m working on based on the phone game Cartoon Wars.

    Here is a video showing some the of the features that are currently working.

    Here is a link to the Project Page.
    http://www.sc2mapster.com/maps/castle-wars/pages/main/

    Posted in: Project Workplace
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    posted a message on [Movers][Solved] Lateral Spinning projectile?

    @Kueken531:

    which event is it? set speed? i set the missile’s speed to 900 in the events and it still spins slowly.
    the projectiles speed is defined in its mover correct?

    Posted in: Data
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    posted a message on [Movers][Solved] Lateral Spinning projectile?

    [reply=443267]

    i used your rotate method and it works but doesn’t spin fast enough.

    Posted in: Data
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    posted a message on [Movers][Solved] Lateral Spinning projectile?

    What i really want is the projectile to be stationary along the line it takes from the launch to the end but to be spinning on the z axis.

    Edit:

    Here's a picture =]

    http://img717.imageshack.us/img717/2205/glaivew.th.jpg

    Posted in: Data
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    posted a message on [Movers][Solved] Lateral Spinning projectile?

    Hey guys i was looking at the advanced movers tutorial and i got a spinning mover to work but its not really what I'm looking for. I'm trying to recreate a glaive effect where the projectile moves straight to the target but the projectile is spinning on the z axis constantly until it hits the target. Does anyone know how to do this?

    EDIT: Solved

    Used Kueken531's method.

    Works perfectly. Added Event: SetGlobalTimeScale on Actor creation. It increases the speed of the rotating model.

    See 6th post for his method map is attached.

    Credit: Kueken531 Thanks man.

    Posted in: Data
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    posted a message on [UI] Inventory buttons

    No one Can help?

    Heres a pictures Showing what i want to move.

    http://img84.imageshack.us/img84/4819/lovelesshelpme.th.jpg

    Posted in: UI Development
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    posted a message on [UI] Inventory buttons
    Hey guys I'm making a custom UI, and I'm having trouble moving the Inventory container Buttons. "typo" Ive looked in the InventoryPanel.SC2Layout and I've copied this into a new Layout file to try and change the position of them but to no avail. if someone could point me in the right direction i would greatly appreciate it. Here's my layout file for the inventory buttons.
    <Desc>
       <Frame type="InventoryPanel" name="InventoryPanelTemplate">
           <Frame type="CommandTooltip" name="InventoryTooltip" template="CommandButton/CommandTooltipTemplate">
               <Anchor side="Bottom" relative="$parent" pos="Max" offset="-340"/>
               <Anchor side="Left" relative="$parent" pos="Max" offset="0"/>
           </Frame>
           
           <Frame type="InventoryContainer" name="ContainerPanel00" template="InventoryPanel/ContainerPanelTemplate">
               <Anchor side="Bottom" relative="$parent" pos="Max" offset="-55"/>
               <Anchor side="Left" relative="$parent" pos="Max" offset="0"/>
           </Frame>
           <Frame type="InventoryContainer" name="ContainerPanel01" template="InventoryPanel/ContainerPanelTemplate">
               <Anchor side="Bottom" relative="$parent/ContainerPanel00" pos="Min" offset="#ContainerPanelGap"/>
               <Anchor side="Left" relative="$parent/ContainerPanel00" pos="Max" offset="0"/>
           </Frame>
           <Frame type="InventoryContainer" name="ContainerPanel02" template="InventoryPanel/ContainerPanelTemplate">
               <Anchor side="Bottom" relative="$parent/ContainerPanel01" pos="Min" offset="#ContainerPanelGap"/>
               <Anchor side="Left" relative="$parent/ContainerPanel01" pos="Max" offset="0"/>
           </Frame>
           <Frame type="InventoryContainer" name="ContainerPanel03" template="InventoryPanel/ContainerPanelTemplate">
               <Anchor side="Bottom" relative="$parent/ContainerPanel02" pos="Min" offset="#ContainerPanelGap"/>
               <Anchor side="Left" relative="$parent/ContainerPanel02" pos="Max" offset="0"/>
           </Frame>
           <Frame type="InventoryContainer" name="ContainerPanel04" template="InventoryPanel/ContainerPanelTemplate">
               <Anchor side="Bottom" relative="$parent/ContainerPanel03" pos="Min" offset="#ContainerPanelGap"/>
               <Anchor side="Left" relative="$parent/ContainerPanel03" pos="Max" offset="0"/>
           </Frame>
           <Frame type="InventoryContainer" name="ContainerPanel05" template="InventoryPanel/ContainerPanelTemplate">
               <Anchor side="Bottom" relative="$parent/ContainerPanel04" pos="Min" offset="#ContainerPanelGap"/>
               <Anchor side="Left" relative="$parent/ContainerPanel04" pos="Max" offset="0"/>
           </Frame>
    
           <Frame type="InventoryContainer" name="InventoryButtons">
               <AcceptsMouse val="true"/>
               <Anchor side="Bottom" relative="$parent" pos="Max" offset="-280"/>
               <Anchor side="Left" relative="$parent" pos="Max" offset="-150"/>
               
               <Frame type="CommandButton" name="Button05" template="InventoryPanel/CommandButtonTemplate">
                   <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
                   <Anchor side="Left" relative="$parent" pos="Max" offset="#InventoryButtonGap"/>
               </Frame>
               <Frame type="CommandButton" name="Button04" template="InventoryPanel/CommandButtonTemplate">
                   <Anchor side="Bottom" relative="$parent/Button05" pos="Max" offset="0"/>
                   <Anchor side="Left" relative="$parent/Button05" pos="Min" offset="#InventoryButtonGap"/>
               </Frame>
               <Frame type="CommandButton" name="Button03" template="InventoryPanel/CommandButtonTemplate">
                   <Anchor side="Bottom" relative="$parent/Button04" pos="Max" offset="0"/>
                   <Anchor side="Left" relative="$parent/Button04" pos="Min" offset="#InventoryButtonGap"/>
               </Frame>
               <Frame type="CommandButton" name="Button02" template="InventoryPanel/CommandButtonTemplate">
                   <Anchor side="Bottom" relative="$parent/Button03" pos="Max" offset="0"/>
                   <Anchor side="Left" relative="$parent/Button03" pos="Min" offset="#InventoryButtonGap"/>
               </Frame>
               <Frame type="CommandButton" name="Button01" template="InventoryPanel/CommandButtonTemplate">
                   <Anchor side="Bottom" relative="$parent/Button02" pos="Max" offset="0"/>
                   <Anchor side="Left" relative="$parent/Button02" pos="Min" offset="#InventoryButtonGap"/>
               </Frame>
               <Frame type="CommandButton" name="Button00" template="InventoryPanel/CommandButtonTemplate">
                   <Anchor side="Bottom" relative="$parent/Button01" pos="Max" offset="0"/>
                   <Anchor side="Left" relative="$parent/Button01" pos="Min" offset="#InventoryButtonGap"/>
               </Frame>
               <Frame type="Frame" name="ContainerSizeFrame">
                   <Anchor side="Top" relative="$parent/Button00" pos="Min" offset="0"/>
                   <Anchor side="Bottom" relative="$parent/Button00" pos="Max" offset="0"/>
                   <Anchor side="Left" relative="$parent/Button00" pos="Min" offset="0"/>
                   <Anchor side="Right" relative="$parent/Button05" pos="Max" offset="0"/>
               </Frame>
           </Frame>
    
    </Frame> </Desc>
    Posted in: UI Development
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    posted a message on [Solved] Item not showing up in container?

    im not ganna upload my map but ill get you screenshots of the ability and items.

    inventory ability
    http://img59.imageshack.us/img59/9172/ability.png

    item
    http://img148.imageshack.us/img148/7035/itemx.png

    Unit
    http://img844.imageshack.us/img844/6358/unitr.png

    Posted in: Data
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    posted a message on [Solved] Item not showing up in container?

    hey guys i have no idea what iIm doing wrong here. i set up an inventory with items for my hero. there are 3 containers. equipment, General Bag, and a potion belt. the items work. with loot and they show up in the world. when i click the items however they don't show up in my inventory. i get the buff effects from the first item. but i have no idea why they wont show up in the inventory.

    Posted in: Data
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    posted a message on how do you make a blink effect that targets all units within a certian radius

    @SkedarLord: Go

    Trying making the ability trigger a search area and that search triggers the blink effect. in the search area change the search filters to exclude buildings, dead, etc...

    Posted in: Data
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    posted a message on Multi-Animation attack

    You guys don't correctly understand me. I'm not trying to make multiple attack animations. I'm trying to make a "Multiple Animation Attack."
    I want it to play all animations in a certain order for every single attack.

    Posted in: Data
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