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    posted a message on [Solved] Fire on the move without turret?

    Hi all,

    I wanted my reaper to attack while moving, so I gave it the same options as the diamondback.

    However, the diamondback uses a turret for it's weapon, which rotates freely from the diamondback. In order to get my reaper to attack I need to give the weapon an arc of 360.

    However, this means the reaper does not need to look at his target. Is there anyway to make the reaper fire on the move and make the reaper look at it's target?

    Posted in: Data
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    posted a message on Multiple Projectiles

    @hardball69: Go

    Actually, the method I described earlier will not work if there are multiple units. Might want to wait for DrSuperEvil to answer this one.

    Posted in: Data
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    posted a message on Multiple Projectiles

    Heres a method for three targets:

    Turn off the Linked Cooldown flag on the weapon. Should fix it.

    In addition, make each weapon apply a behavior that has a duration of whatever the attack speed its. Make a requirement for the weapon so it cannot target a unit with this behavior. Add the weapon three times to the unit.

    If you want I can make an example map.

    Posted in: Data
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    posted a message on [Solved] How to make a weapon ignore shields/energy shield

    I'd start by looking at the flags :) Turn on No Absorb Shields and No Absorb Energy

    Posted in: Data
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    posted a message on [Solved] Kills don't give experience

    Hi all,

    I made a simple veterancy behavior for my hero as so and gave it and the attribute to my hero.

    However, killing enemy units isn't giving any experience. Any simple explanation?

    Posted in: Data
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    posted a message on Weapon Spin Up Like Minigun (vvvvvvVVVVRRR!!)

    @aZergBaneling: Go

    No, but what mini-gun takes long enough to wind up to warrant a progress bar? :)

    Posted in: Data
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    posted a message on Is there any way to make behaviors effect data references in descriptions?

    @zrankzappa: Go

    That's because behaviors add stats, instead of changing the original stat.

    Posted in: Data
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    posted a message on Weapon Spin Up Like Minigun (vvvvvvVVVVRRR!!)
    Quote from DrSuperEvil: Go

    Actually you just need one persistent but with an initial delay.

    Oh yea, right :)

    Posted in: Data
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    posted a message on Non-circular power field?

    Hi all,

    I want to be able to warp units in a rectangle area. I want each player to have their own warp in area so I cant use creep.

    Any idea on how to do this? Thanks

    Posted in: Data
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    posted a message on Weapon Spin Up Like Minigun (vvvvvvVVVVRRR!!)
    Quote from GalaxyCross: Go

    Hi, How do I make it so a weapon has a "spin up" before firing? (Then once it starts, this charge up does not impede the period between attacks). Basically a small charge time that must happen after a unit stops moving and before it starts firing like when the minigun in movies starts spinning up before shooting. I believe the Thor ground attack is the only weapon in the game that really has this in a noticeable amount. Thanks guys!!

    This can easily be done through using two Create Persistants.

    The first CP has a a period count of one, a period duration of 1 second (or however long you want the spin up to last), and the period effect of the second CP.

    The second CP is the actual attack. (similar to how a sentry attacks)

    If you want I can explain the second CP more thoroughly or make a map for you with this.

    Posted in: Data
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    posted a message on [Solved] Dark Templar actor doesn't duplicate correctly?

    @DrSuperEvil: Go

    Took a while (was duplicating the original model), but when I made a new model from scratch it worked like a charm. To add a prefix (this caused the issue again) I used the undo glitch

    Posted in: Data
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    posted a message on [Solved] How to use abilities through dialogs?

    Hi all,

    I have given a nexus a copy of fungal growth with unlimited range - This works fine through the command card.

    What I want is to be able to click a dialog button, then select an area on the map to cast fungal growth.

    How would I go about doing this? I know that this is done in the LotV campaign (Spear of Adun) but can't understand how they did it.

    Posted in: Triggers
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    posted a message on [Solved] Dark Templar actor doesn't duplicate correctly?
    Quote from Bilxor: Go

    This is likely because the dark templar has two models (scythe and psi blade). Each is created 50% of the time when the unit is placed. It's the only unit that does this by default in the game so it's sort of tricky.

    Is there any easy way to fix this? I only want one model (the psi blade)

    Posted in: Data
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    posted a message on [Solved] Dark Templar actor doesn't duplicate correctly?

    Hi all,

    I duplicated the dark templar as follows (showing all that is relevant)

    DT duplicate

    And when I place it in my map, I get the following error message:

    DT error

    This only happened with my dark templar, every other unit has duplicated with no issues.

    Any ideas about whats wrong?

    Posted in: Data
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    posted a message on Warhammer Style Reinforcing?
    Quote from DrSuperEvil: Go

    What you mean by reinforcements?

    In the Warhammer RTS games you built quads of units, not squads. When a member of the squad died you could "reinforce" the squad, adding another member to the squad.

    Quote from DrSuperEvil: Go

    You can use a Modify Unit effect launched from a Click Response behaviour to select units.

    How does this work, exactly? Never used a click response behavior before.

    Quote from DrSuperEvil: Go

    Having a squad leader would simplify the supply issue.

    In the warhammer games squad leaders are independent units that can be added to a squad to give them bonuses.

    I'll have a play around with Arm Magazine for everything, see if that works.

    Posted in: Data
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