im not sure if excessive marijuana use is a contributor to my frustration and error
Yes. I did duplicate and rename my action actor. But i still do not see any identical entries.
The closest 2 entries are the effect.splashdamage.start but they still are not exatcly identical so i guess i overlooked them.
I view my events in Table view, not events+ view so im not sure where you find the link at.
my attachments link does work though, just there error is the problem.
so what is the difference between effect.* to effect.*.start?
I give up, this is so fucking stupid. Why the hell is this editor so convoluted.
When you left click while the maurader is selected, it fires with attackemt point correct,
but for some damn reason there is a CActorAction error i cannot get rid of.
I created a new ability for Marauder that shoots a projectile. What dictates where the projectile launches from, i want it from the end of his barrels obviously.
I see that CActor Placement Model is used on the Art tab of the barracks actor, but how would you send a message to it? I do not
see how you would reference it
OK I have made tons of progess on this and have a working map where you can stack barracks like Legos and build your own fotress.
Will be posting video soon.
I am having a problem though, when you land a barracks, it makes a green outline model (placement model as linked in the barracks actor) wherer you want to land it.
Since the placement model does not have its own actor, and is instead linked within the barracks actor,
how can i increase the height of this green placement barracks?
I duplicated a Barracks and its actor. My new Barracks which i call BarracksLevel2 lands, but for some reason it doesnt land completely and the landing
feet of the barracks never deploy. Any ideas? The actor message game links appear to be set right
I could make it so that anytime a barracks flys over another barracks, its fly height is increased by 20
then when it lands, it replaces itself with a barracks that is Level 2, 3 , or 4 barracks based off how many barrakcs units are directly below it.
Each barrack unit type will have a different landing height based being a level 1 , 2 ,3 , or 4 unit.
4 levels max will be enough
my map idea (in progress) is this..
4v4 deathmatch. when the game starts, each team get 40 barracks to build a fortress.
You also have mauraders that shoot a missle projectile or throw hand grenades.
I am writing a physics engine now that applys gravity to any unit that i 'que' into the engine.
Right now i can assign a velocity and a vector to any unit and move it across the map under the influence of
gravity.
What does this mean? It means when a murader missle hits a unit or a barracks, it actually adds a momentum to the unit it hits causing it to push back or fly into the air depending on its mass.
oh yeah.. and my marines can jump like Super mario lol
The ad is there i swear. Its on the sc2mapster home page with the news over on the right toolbar. Its a video with OGN news ads and it so fukn annoying
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thank you both
im not sure if excessive marijuana use is a contributor to my frustration and error
Yes. I did duplicate and rename my action actor. But i still do not see any identical entries. The closest 2 entries are the effect.splashdamage.start but they still are not exatcly identical so i guess i overlooked them. I view my events in Table view, not events+ view so im not sure where you find the link at.
my attachments link does work though, just there error is the problem.
so what is the difference between effect.* to effect.*.start?
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I give up, this is so fucking stupid. Why the hell is this editor so convoluted.
When you left click while the maurader is selected, it fires with attackemt point correct, but for some damn reason there is a CActorAction error i cannot get rid of.
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@Snappybean: Go
i have chosen the ammo unit in the effect, other wise it wouldnt shoot anything at all
My CActionActor does not have a unit tab to 'define' any ammo units.
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I created a new Actor type CActionActor and set the token for the effectLaunch to the name of my MissleLaunchEffect
Whenever the maurader fires i get this message.
Can Only Create one CActorAction per effect.
I checked my missle effect of type CEffectLaunchMissle and there is only one Actor linked to it, my CActionActor.
any ideas?
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I created a new ability for Marauder that shoots a projectile. What dictates where the projectile launches from, i want it from the end of his barrels obviously.
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[
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Please?? lol I find it hard to believe that nooone has ever used this trigger before
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I want to send a message to my actor.
my actor name is WTF (WTF)
I have a trigger that says
Actor - Send message "SetScale 6.000000,8.000000,9.000000" to actor (Actor from reference "WTF")
This doesnt work... WTF??
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I see that CActor Placement Model is used on the Art tab of the barracks actor, but how would you send a message to it? I do not see how you would reference it
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so how can i make this standard PlacementActor increase its height?
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OK I have made tons of progess on this and have a working map where you can stack barracks like Legos and build your own fotress.
Will be posting video soon.
I am having a problem though, when you land a barracks, it makes a green outline model (placement model as linked in the barracks actor) wherer you want to land it.
Since the placement model does not have its own actor, and is instead linked within the barracks actor, how can i increase the height of this green placement barracks?
0
wtf..
I duplicated a Barracks and its actor. My new Barracks which i call BarracksLevel2 lands, but for some reason it doesnt land completely and the landing feet of the barracks never deploy. Any ideas? The actor message game links appear to be set right
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@TacoManStan: Go
hmmm so really it might actaully be possible then
I could make it so that anytime a barracks flys over another barracks, its fly height is increased by 20
then when it lands, it replaces itself with a barracks that is Level 2, 3 , or 4 barracks based off how many barrakcs units are directly below it.
Each barrack unit type will have a different landing height based being a level 1 , 2 ,3 , or 4 unit.
4 levels max will be enough
my map idea (in progress) is this..
4v4 deathmatch. when the game starts, each team get 40 barracks to build a fortress. You also have mauraders that shoot a missle projectile or throw hand grenades.
I am writing a physics engine now that applys gravity to any unit that i 'que' into the engine. Right now i can assign a velocity and a vector to any unit and move it across the map under the influence of gravity.
What does this mean? It means when a murader missle hits a unit or a barracks, it actually adds a momentum to the unit it hits causing it to push back or fly into the air depending on its mass.
oh yeah.. and my marines can jump like Super mario lol
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I want to make barracks land on each other so you can stack them up like a lego fortress..
Any ideas?
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The ad is there i swear. Its on the sc2mapster home page with the news over on the right toolbar. Its a video with OGN news ads and it so fukn annoying