I decided to let Thermal Lance (the Colossus attack) hit air units. It does damage to them but the animation appears on the ground below them. How would I fix that?
I ran into the same issue. I made the passive an ability that gets auto cast and applies the passive. A rather rough workaround but it gets the job done. Could you show a picture of the command card (editor version) with that ability in question and the editor screenshot of it?
In my map, each team has an AI player that periodically spawns units (DOTA style). However, it is rather annoying to hear constantly our allies are under attack accompanied by the red pinging. Is there a way to disable it?
If you click the box the mark disappears and the trigger registers it as Disabled. Most on/off options in the editor work that way, except for a few which only have one meaningful setting (mostly observed with the Modification+ field on buffs, you can't Disable "Ignore Collision", as that would require a fixed priority list when using multiple buffs with conflicting values)
I hate it too. Not sure who thought it was a good idea.
This may sound silly but how do I know if the trigger works? For some reason when I tried to do Override Player Options in the trigger editor, there is no Disabled in the Value. area. Just Enabled that needs to be checked.
Yeah but I ended up messing it up and had no animations at all. My problem is that I don't know how to use it. By a missile/impact attack I mean anything that has a missile that goes from caster to target. Viking air attack, Yamato, Goliath Anti Air attack, Missile Turrets...etc. I have figured out for the most part how to do events for Model based actors but not Action.
I spent some time messing around with the actor events. What is an easy way to make an actor shoot a missile and hit the target for an ability or even an attack? I have been able to create impact animation and launch animation but it feels lacking. I used ModelStyleAnimationOneShot for both.
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I decided to let Thermal Lance (the Colossus attack) hit air units. It does damage to them but the animation appears on the ground below them. How would I fix that?
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When I convert my images to .tga or .dds, it seems to make a 200kb image into 8mb. How do I get around that?
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Self reply but this can be "fixed" if you remove all the events from Mohandar ChargeX01, X02, X03 (or Void Ray Charge)
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I gave one of my units the hero void ray weapon (with improved damage as you can see) and it keeps doing this:
I really can't describe in words so please look at the pictures. It does this too for a non modified version of the void ray weapon too.
As you can see, a second beam sprouts from the target, going off in some random direction and does not fade right away.
To clarify, it's the blimp doing the shooting, not the flying point defense drone.
EDIT: and here it is dong something very interesting to one of my ships:
I am going to take a guess here and assume this is because the actors and the models are not compatible. How do I fix this?
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@TheSC2Maniac: Go
I ran into the same issue. I made the passive an ability that gets auto cast and applies the passive. A rather rough workaround but it gets the job done. Could you show a picture of the command card (editor version) with that ability in question and the editor screenshot of it?
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In my map, each team has an AI player that periodically spawns units (DOTA style). However, it is rather annoying to hear constantly our allies are under attack accompanied by the red pinging. Is there a way to disable it?
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It worked.
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@Photoloss: Go
I hate it too. Not sure who thought it was a good idea.
This may sound silly but how do I know if the trigger works? For some reason when I tried to do Override Player Options in the trigger editor, there is no Disabled in the Value. area. Just Enabled that needs to be checked.
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@Photoloss: Go
What would be a good ability to duplicate for this? My previous attempts were with yamato and they did not go well.
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@Photoloss: Go
I have a lot of buttons (hero attack style map). I will giver the triggers a try. Thank you.
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@Kabelkorven: Go
There is a trigger for it Override Player Options but I haven't tried it successfully.
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@TheAlmaity: Go
Yeah but I ended up messing it up and had no animations at all. My problem is that I don't know how to use it. By a missile/impact attack I mean anything that has a missile that goes from caster to target. Viking air attack, Yamato, Goliath Anti Air attack, Missile Turrets...etc. I have figured out for the most part how to do events for Model based actors but not Action.
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What would be a way to trigger it to force the complicated command card for all players?
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I spent some time messing around with the actor events. What is an easy way to make an actor shoot a missile and hit the target for an ability or even an attack? I have been able to create impact animation and launch animation but it feels lacking. I used ModelStyleAnimationOneShot for both.
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Sim City?
It's possible just hard to do!