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    posted a message on Changing model scale w/o selection

    Model > Selection Radius

    Will change the size of the green circle on selecting the unit. See attached picture. Helpful note is the editor will show you the size as you change this value.

    This doesn't change the click selection though, that would have to do with the import/exporter of models.

    Posted in: Data
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    posted a message on Buff duration?

    @Circulation: Go

    Yup

    Posted in: Data
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    posted a message on Handheld Weapons

    You need another Actor, of type Action, based on GenericAttackAction.

    Then you set the Launch Effect to your Launch missile Effect and the Impact Effect to your Impact effect of course.

    Then you scroll down a bit and find Attachment - Launch Site+ or something like that. Modify that to whatever the hands are on the Civilian(The same setup you use to attach the weapon)

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @RCIX: Go

    Quote from RCIX: Go

    Hmm. Maybe if i attach a whole Immortal to my unit, then move the base down into the ground and the turret back upwards :)

    Quote from BorgDragon: Go

    @RCIX: Go

    That is a possibility... You might just have to offset the TurretZ attachment on the Z to +X.

    Attempted this already, If you touch the TurretZ actor with any sort of movement, it shoots off to a global coordinate, I could not find a way to offset it upwards relative to the unit that owned it.

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @aczchef: Go

    I made a note on this earlier, trying to separate the turret only, I couldn't find a way to do it, so its back to a custom model still.

    This is due to the fact that when you try and move the TurretZ attachment, it goes to a global position, and nothing relative to a unit.

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!
    Quote from Builder_Bob: Go

    I've also attempted the under hull viking cannon, but that doesn't seem very doable since the turret rotation also flips when you flip the gun up side down.

    My recommendation for this to use a tiny Pylon under the viking as your turret, then attach Your turret model to that underneath. Thus giving the perceived effect of it rotating correctly.

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    After playing with the Attachment Actor Events they only seem useful at moving turrets out of the way. I cant seem to have it move the turret relative to the unit it was a part of. It only seems to Move it to the global coordinate that is set on the actor event, or if you use Rotation, or something without position, it just goes to 0,0,0 on the map.

    Needs more research on it.

    But am tired.

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @Builder_Bob: Go

    If you can do that you wouldn't need a Trigger, Since actors can send their own actor messages.

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    Ah I see what you mean, yah you cant break a model into parts in the Data editor, only modelling programs.

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @BorgDragon: Go

    I just went onto a Siege tank, Went to Combat - Weapons +, find the Siege Tank Weapon and set the turret to (None) this keeps the turret from revolving while attacking, and forces the tank to turn to the target to fire.

    @aczchef: Go

    You cant pull a turret off a unit like the siege tank, because they are all part of one model, you have to make a new model.

    Posted in: Data
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    posted a message on Weekly Data Exercise #10 - All Turrets Active Commander!

    @BorgDragon: Go

    The siege tank can be turretless, if you don't use a Turret object with it, and don't use the turret actor.

    Posted in: Data
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    posted a message on Creating a Weapon Unaffected by a Units Turret

    You should be able to, just give the Unit the additional weapon but don't associate a Turret to it.

    Posted in: Data
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    posted a message on Zealot Request

    @greythepirate: Go

    Laborious? It took only a few minutes.

    Posted in: Art Assets
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    posted a message on Zealot Request

    @greythepirate: Go

    Theres no need for a buff and a damage effect, it can all be done in Actor Events too.

    I modified your map and just added a timer to the Zealot's Actor, to get the same effect.

    Posted in: Art Assets
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    posted a message on How would a "Premium Maps" system work?

    I believe the goal of a Premium Map is to not take existing maps and move them into a pay to play portion. But merely an opt-in basis.

    The creator of a map has spent substantial amount of time working on their map, have created all new art assets, and terrain textures. Maybe even put together a team that worked on it for a few months to put out a well polished map, they could Opt-In to selling their map because of the time spent on it.

    I'm pretty sure their will be criteria that one must meet to be able to opt-in to selling their map too, what they might be is up to debate.

    It is highly doubtful Blizzard will delete free maps that are too similar to Premium Maps, Premium Maps are supposed to profit creators, not Blizzard(I would hope it works out more in that favor, with nothing taken by Blizzard for the hosting of said maps).

    The original goals if I recall would work similar to Valve and Half Life.

    Ex: Person created a mod of Half Life 2, they released it free to the public for use, everyone rejoiced and enjoyed playing it, but nothing was too terribly ground breaking in the mod, new maps, new weapons, a few new strategies for traversing through the game.

    Ex 2: A person puts together a team who works for weeks making a very polished complete Remake using the Half Life 2 engine, they change the play style to a top down shooter with bosses and puzzles and more. They are now allowed to sell their Mod to the community under Valve's rules(I don't know what Valve allows as mods being sold personally) and people who want to play it purchase and enjoy.

    Posted in: General Chat
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