By types I mean the whole 'Psionic, Armored, Light' thing; I know its possible because I've seen 'zombie' on eras zombie invasion as a type; can anyone point me where I can do this?
Quote from bulletbutter:
So, you're wanting to get a missle to shoot from a unit it wasn't made for? Like, the lightening bolt from an archon shooting from a drone for example? If so, I'll tell you how I did it.
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I am trying to define my own ability, that launches a missile from a ship and costs lets say.. 1250 energy.
(I'm trying to build a stargate mod and making the Odyssey first, and it can launch nukes :p)
The creation of the ablity object itself and linking it to a button and my ship is easy.
The effects for the damage/persist for the launch isn't hard either.
Mainly trying to get a missile actor to function properly for a new missile weapon/ability that I want to implement, trying not to take things too far out of their own scope.
In my attempts to create my own abilities, I have been running in circles trying to figure how to tie my own actors and behaviors to them clearly, and despite the fact that the data in the editor is arranged as trees, as I go into the trees sub-objects I find them linking to other bits of the main tree redundantly and quite annoyingly.
The data 'trees' seem more in reality like a data mesh.
Anyone could lead me to how exactly to create a new ability and such manually, lets say launching a missile from a ship with an ability for a giant nuke? :p
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Eh sorry, found it in FAQ.
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Ah.... Another thing that needs to be renamed despite the fact you can actually add them? Hope that'll be fixed in HoTS
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Ah, Blast it, since I can't; and I've noticed I -can- add races; is it possible to make weapons deal more damage to specific races?
Tho on the side note; where would I rename those?
Additionally I can't seem to set a new unit's race to one of my custom ones.
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By types I mean the whole 'Psionic, Armored, Light' thing; I know its possible because I've seen 'zombie' on eras zombie invasion as a type; can anyone point me where I can do this?
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So it can be done? Would you mind sharing how you pulled it off; or at least a few hints towards it?
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I'm beginning a small project on a map (not ready to disclose what exactly)
I am wondering if it would be possible to; for each firing of a weapon use a trigger to determine hit-chance depending on range and a skill amount?
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Quote from bulletbutter:
So, you're wanting to get a missle to shoot from a unit it wasn't made for? Like, the lightening bolt from an archon shooting from a drone for example? If so, I'll tell you how I did it.
----
I am trying to define my own ability, that launches a missile from a ship and costs lets say.. 1250 energy.
(I'm trying to build a stargate mod and making the Odyssey first, and it can launch nukes :p)
The creation of the ablity object itself and linking it to a button and my ship is easy.
The effects for the damage/persist for the launch isn't hard either.
The actors/effects are freaking annoying.
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Quote from Alevice:
Quote from MasterDinadan: Go
@JustAMirage: Go
There is a very common misconception going around about actors.
Agreed. My next article really ought to be about that.
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Please do.
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@MasterDinadan:
Mainly trying to get a missile actor to function properly for a new missile weapon/ability that I want to implement, trying not to take things too far out of their own scope.
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Quote from Gaddzor:
Its a movie... animated, not coded.
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Its more likely that its a bunch of attached units in the editor.
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Ah, what a pain.
Some of the linkages between the objects can be quite annoying to find, the only one I've completely nailed down is the unitName thing on Actor.
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By mod, I mean recreating stargate stuff into SC2 in units/abilities/weapons and etc, to be used with stargate themed maps in the future.
My first bit of this so far is creating the Odyssey
http://stargate.wikia.com/wiki/Odyssey
^^
Its moving slowly until I grasp the mindfuck that makes up unit/ability data structures.
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In my attempts to create my own abilities, I have been running in circles trying to figure how to tie my own actors and behaviors to them clearly, and despite the fact that the data in the editor is arranged as trees, as I go into the trees sub-objects I find them linking to other bits of the main tree redundantly and quite annoyingly.
The data 'trees' seem more in reality like a data mesh.
Anyone could lead me to how exactly to create a new ability and such manually, lets say launching a missile from a ship with an ability for a giant nuke? :p
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Take a look at the command center morphs?