I'll check that, any clue as to why the missiles move straight down instead of towards the target when the unit is near the target? I've never seen this issue before
Update. So yea no luck in solving the issue, but another one has just popped up. WHenever the unit stands close to its target, the missiles will fly straight down instead of towards the target, the target is still damaged tho
I'm trying to do a few things, which all should be quite simple. One of the things is making a weapon that fires several shots from each of a vikings guns. So far I've made a persistant effect fire a launch effect 3 times. I've tried having this launch effect have an offset matching where the vikings one gun is, but the offset does nothing.
ANother issue is that all the missiles from the own weapons fly along the ground with any height. I've particially fixed this by adding height to the missile units, but that only solves the launch height, the missles still end at the targets' feet.
A third is issue, is the over all mess the data editor is to get around in, but that's of course not something anyone here can solve. It's just that I've been playing with this off and on since th ebeta editor came out, and it still doesn't make much sense, the way you have to manually duplicate some parts of a weapon (such as the actor and unit) and sometimes reassign stuff, even though you've duplicated the whole weapon.
So I've been struggling with this allday, and it really doesn't make any sense. One hting is that it's a pain to scramble around the editor to find what effec tlinks to what unit missle that links to a sometimes random actor. But now that I'm trying to add an offset to my launch effect (under launch offset). Nothing happens. I've tried setting it to 10,10 and there is no difference at all :S I've long given up on changing the height of the missle since it always messes up. This is my first attempt tp actually try and understand the data editors weapon system, till now I've been faking it with triggers, so I'm sorry if I seem frustrated, but this is making me wanna give up :/
yea actually solved this too, my problem was that i couldn't figure out a way to call the specific commander unit. BUt I just used a unit array list with the commanders custom value matching his number on the list ^^
I actually just solved this myself. I am however puzzled as to how to make a unit ( the commander) take damamge whenever one of the squadtroops are damaged
So I found a few threads on this when i searched, but none had the answer I was looking for. So basically I'm making a warfare map in which infantry will come in squads. to do this I'm attempting to use an arraylist and unit groups. The way it is supposed to work is that once you train a commanding unit, the trigger will create a number of units for his squad. The commander will be assigned a custom value and the squad units will be added to a unitgroup with the same custom value. Now this is the first time I'm using arraylist and custom value, so I'm having some problems. Whenever I train a commanding unit, an error message comes, so it clearly doesn't work.
I'm trying to do the cliff collision thing, but I can't make it work. Won't copying the serach area and doin ga suicide effect simply make it serach for units still? I can't seem to make my projectile suicide when it nears a cliff (I'm using Cliff level greater validator) how do I make it actually check for it instead of just using it as a condition but having it checking for units=?
ALready posted this in a similar thread, buut it fits here aswell:
In warcraft 3 there is a sign saying "BOBS GUNS" in starcraft 2, a certain variation of the store front doodad says "ROBS GUNS" but if you look closely you will notice the "R" is infact a "B" with a greyed out bottom. Meaning that yes "BOBS GUNS" is infact a multiuniversal store
Now I don't have a screenshot of teh warcraft 3 sincee I don't have it on this pc, but trust me it's there
Edit: oooh and I just realized that it's in starcraft 1 aswell :P aint that lovely
In warcraft 3 there is a sign saying "BOBS GUNS" in starcraft 2, a certain variation of the store front doodad says "ROBS GUNS" but if you look closely you will notice the "R" is infact a "B" with a greyed out bottom. Meaning that yes "BOBS GUNS" is infact a multiuniversal store
Sure, I colored several projectiles red and blue for a map I'm making. Under the actor you'reusing for the effect, go to events and add a birth event. Then add set tint and suddenly you have a cyan tauren marine
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@Chiquihuite: Go
I'll check that, any clue as to why the missiles move straight down instead of towards the target when the unit is near the target? I've never seen this issue before
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bump
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Update. So yea no luck in solving the issue, but another one has just popped up. WHenever the unit stands close to its target, the missiles will fly straight down instead of towards the target, the target is still damaged tho
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I'm trying to do a few things, which all should be quite simple. One of the things is making a weapon that fires several shots from each of a vikings guns. So far I've made a persistant effect fire a launch effect 3 times. I've tried having this launch effect have an offset matching where the vikings one gun is, but the offset does nothing.
ANother issue is that all the missiles from the own weapons fly along the ground with any height. I've particially fixed this by adding height to the missile units, but that only solves the launch height, the missles still end at the targets' feet.
A third is issue, is the over all mess the data editor is to get around in, but that's of course not something anyone here can solve. It's just that I've been playing with this off and on since th ebeta editor came out, and it still doesn't make much sense, the way you have to manually duplicate some parts of a weapon (such as the actor and unit) and sometimes reassign stuff, even though you've duplicated the whole weapon.
0
So I've been struggling with this allday, and it really doesn't make any sense. One hting is that it's a pain to scramble around the editor to find what effec tlinks to what unit missle that links to a sometimes random actor. But now that I'm trying to add an offset to my launch effect (under launch offset). Nothing happens. I've tried setting it to 10,10 and there is no difference at all :S I've long given up on changing the height of the missle since it always messes up. This is my first attempt tp actually try and understand the data editors weapon system, till now I've been faking it with triggers, so I'm sorry if I seem frustrated, but this is making me wanna give up :/
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yea actually solved this too, my problem was that i couldn't figure out a way to call the specific commander unit. BUt I just used a unit array list with the commanders custom value matching his number on the list ^^
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I actually just solved this myself. I am however puzzled as to how to make a unit ( the commander) take damamge whenever one of the squadtroops are damaged
0
So I found a few threads on this when i searched, but none had the answer I was looking for. So basically I'm making a warfare map in which infantry will come in squads. to do this I'm attempting to use an arraylist and unit groups. The way it is supposed to work is that once you train a commanding unit, the trigger will create a number of units for his squad. The commander will be assigned a custom value and the squad units will be added to a unitgroup with the same custom value. Now this is the first time I'm using arraylist and custom value, so I'm having some problems. Whenever I train a commanding unit, an error message comes, so it clearly doesn't work.
http://s943.photobucket.com/albums/ad279/mamastoast/?action=view¤t=tRIGGERS.png
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bump
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ye this happened in one of my maps too, and didn't carry over into the game either, I guessedit was merely a bug or somethin.. looks like it
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Ye i realized this too after posting, meaning it goes back 2 games, pretty neat ^^
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I'm trying to do the cliff collision thing, but I can't make it work. Won't copying the serach area and doin ga suicide effect simply make it serach for units still? I can't seem to make my projectile suicide when it nears a cliff (I'm using Cliff level greater validator) how do I make it actually check for it instead of just using it as a condition but having it checking for units=?
0
ALready posted this in a similar thread, buut it fits here aswell:
In warcraft 3 there is a sign saying "BOBS GUNS" in starcraft 2, a certain variation of the store front doodad says "ROBS GUNS" but if you look closely you will notice the "R" is infact a "B" with a greyed out bottom. Meaning that yes "BOBS GUNS" is infact a multiuniversal store
Now I don't have a screenshot of teh warcraft 3 sincee I don't have it on this pc, but trust me it's there
Edit: oooh and I just realized that it's in starcraft 1 aswell :P aint that lovely
0
In warcraft 3 there is a sign saying "BOBS GUNS" in starcraft 2, a certain variation of the store front doodad says "ROBS GUNS" but if you look closely you will notice the "R" is infact a "B" with a greyed out bottom. Meaning that yes "BOBS GUNS" is infact a multiuniversal store
0
Sure, I colored several projectiles red and blue for a map I'm making. Under the actor you'reusing for the effect, go to events and add a birth event. Then add set tint and suddenly you have a cyan tauren marine