• 0

    posted a message on Lurker Burrow Ai

    You made your own Lurker AI, good for you. So you’re trying to prove your statement that you read it. Nicely done, I guess I was wrong wasn't I. I'm sure that link was your gateway to success with this issue. Of course I imagine you figured it out by yourself which is the process in which I am going through as much of the editor is self learning. It isn't a big deal, the link was a good way to point me in a direction for help but I am sure you could do with the comment. Then again you personally couldn't as your pathetic means of insulting someone. Of course I was to write back and with great aggression, since I will not let you put me in dishonour. It isn’t a great deal but you just simple piss me off as a person. It’s how it works yo. The editor is frustrating and takes time to learn which I, we, can put up with. What I will not put up with is someone like you without pushing back. My ignorance here is true, I did not know that you truly read the form and by golly that you actually made lurker ai. Just remember, your arrogant self brought this conflict.

    Posted in: Triggers
  • 0

    posted a message on Lurker Burrow Ai

    lol, you didn't even take a look at that forum. I have figured out the burrow ai and it works better than what they have. The unburrowing is the tricky part. If you read it you would know that anyone would figure that out. Rather than sending links to people as a since of auithority you could try discussing ideas in threads and if you are going to send a link, read it first.

    Posted in: Triggers
  • 0

    posted a message on Lurker Burrow Ai

    Trying to set up the computer to have ai for lurkers. If you give the computer simply just campaign ai they will burrow the lurker but not move it at all. If any of you know Brood War that is the ai I want them to have. So basically when they go into combat they will run up and burrow within the range of their weapon.

    Posted in: Triggers
  • 0

    posted a message on Duplicating Spine Crawler Help

    I've seen that forum already but that link does not work and I have setup the launch effect as described. I think what I am having trouble with is linking the tactical (weapon attachment) to the invisible object.

    Edit: OMG I'm an idiot. I was so focused on attaching the spine crawler that I forgot to switch the ammo unit to the new one I made. Thanks guys you pointed me in this direction.

    Posted in: Data
  • 0

    posted a message on Duplicating Spine Crawler Help

    My spine crawler jiggles when the weapon starts but does not to the impaling animation. I don't understand how this beast works because the missile is invisible and I can't find where the actual attacking missile fits in. I can't see it on the original.

    Edit: Does the spine crawler attach itself to the invisible projectile?

    Posted in: Data
  • 0

    posted a message on Marauder - Anim Problem

    I had the same problem when I did it. Created it from scratch and basically just looked at the events and duplicated them couldnt get it working it was always random.

    Posted in: Data
  • 0

    posted a message on Creating Doodad Variations

    @DrSuperEvil: Go

    Thanks man, I got it working fine.

    Posted in: Data
  • 0

    posted a message on Creating Doodad Variations

    I'm trying to simply make a model that is exactly like the doodad - aiur foliage variation. I'm trying to understand data better but I do not understand why my model doesn't work. All they did for the model is set the variation to six and have a non-existant model. I did the same and all I get are different sizes of white spheres. Has anyone tried this before? Also I know it is not the actor as when I created my own it did not work with my own custom model but did work with the premade one.

    Posted in: Data
  • 0

    posted a message on Spinning Units.

    Boo, no1 has replied.

    Posted in: Data
  • 0

    posted a message on Marauder Attack Animation

    @UmbraLamina: Go

    The missile shoots from the right place now. I had to change the ->Attack Actor->Art - Missile' to the custom projectile I made like you said. I think I tried avoiding it because it gave me trouble when creating a custom firebat. But I just dont understand how the attachment method does anything. That give you the left right shots. I basically duplicated the attachment method and linked it through the attack actor. Doesnt work... and I'm stuck with a marauder shooting out of one side.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Marauder Attack Animation

    @UmbraLamina: Go

    My unit shoots, but its from the center even if i set the fallback to something else. He animates when he shoots but it is random not left, right, left, right.

    Launch assets to the actor of your projectile? Launch assets creates a model when the projectile fires doesn't it? Something like the light coming from the shot. (Marauder Launch Actor) Are you talking about setting the launch effect in the attack actor? Not sure if that is what you meant by link.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Marauder Attack Animation

    Made a kill team Marauder from scratch and cant get this working. I had already made the actor events for the unit are the same and I just created the attachment method you spoke of. I linked the attachment method under the attack actor > Launch Assets (or a name similar). This still does not work, any idea? Also the missle comes from the center which is it's fallback. What am I missing?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Attaching PARTS of units EX. Medic Shield to a Marine

    I've seen games were parts of units such as Egon Stetmann's needles attached to a medic. Or just simply taking off the immortal turret to make it appear as a dragoon. How do you go at making parts of units seperate actors?

    Posted in: Data
  • 0

    posted a message on .wmv >> .ovg converter

    I am trying to import a video file. I converted it to .wmv from a .smk file but I need it to be an .ovg file. I was following this tutorial http://forums.sc2mapster.com/resources/trigger-libraries/13090-library-star-movie-play-a-video-inside-map/ and downloaded firefox. When I search for fireogg in the addons I cannot find it. Does anyone have a converter I can use?

    Posted in: General Chat
  • 0

    posted a message on Validator - Target is >20% Life Allow Ability Use

    Basically I want it so when you attempt to use this ability on your target is must do a validator check before the damage effect sets in. If the target is below 20% life the effect will be sucessful. Right now I've set up the validator and have it linked to the damage effect as a validator. Doesn't work.

    Posted in: Data
  • To post a comment, please or register a new account.