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    posted a message on Making a neutral bunker/transport

    Thanks, but I would like a trigger-free version. I've got the loading part set, but unloading still causes problems.

    Posted in: Miscellaneous Development
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    posted a message on [Solved]How do you ref an effect-type actor?

    Okay, got it now. All you need is an ActorCreation-AddAlias command, set the alias to whatever and reference the actor by that.

    Posted in: Miscellaneous Development
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    posted a message on [FIXED]Calldown MULE duplicate problem

    Does the drop pod reappear periodically or just once? If it never stops reappearing you might have messed up the "destroy actor" event somehow.

    Posted in: Miscellaneous Development
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    posted a message on [FIXED]Calldown MULE duplicate problem

    Actors that react to effects aren't listed under the unit/weapon/ability. The one that makes the drop pod is under Model-No Orphans, and called mercenary drop or something. It reacts to the persistent calldown effect, and is listed there.

    Posted in: Miscellaneous Development
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    posted a message on [FIXED]Calldown MULE duplicate problem

    The "building selection" is just a submenu, you can put anything in there. On your builder's command card just make a button "activate submenu" and link to command card #2/3 To call down stuff you probably have to make a calldown ability for each unit (someone else probably knows an easier way), which you place in your second command card.

    Posted in: Miscellaneous Development
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    posted a message on Adding new Unit to a build ability

    Info+. That's the field that contains all the information for build/train/learn abilities. Go to your copied build ability and set the "unit created" to your copy.

    Posted in: Miscellaneous Development
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    posted a message on Hero Freeze after leveling up.

    So you need time scaling, movespeed maximum to something big and move speed/acceleration/deceleration/attack speed multipliers to 1 for it to work. What does the field between deceleration and attack speed read in english? The literal translation of the german one would be "Snare" or "Gobble" or possibly "Loop".

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Duplicated unit weapons

    The "attack" animation of the unit is usually contained in its actor, and activates for all weapons. If you mean specific animations in the attack (beams, missiles, explosions) those have their own actors, which you need to duplicate and link up correctly, same goes for most sounds. Simple attacks have one "Attack" actor as JohnnySmash said, and maybe another one for sound. Be aware that more complicated attacks (colossus/voidray etc) have actors spawning other actors and unless I'm mistaken some actors even trigger effects. The voidray for example has like 10 "attack" actors, at least one of which is required/can mess up charged weapon damage (unless I messed up something else). Even the Stalker has 2 "attack" actors because the missile has its own.

    Posted in: Miscellaneous Development
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    posted a message on How can I stop this? (IMG inside)

    You could manually set all relevant fields to reference your sniper (most under Event+), but there's a lot, and using the Token always does that. It's easier to just reset the model afterwards.

    Posted in: Miscellaneous Development
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    posted a message on Hero Freeze after leveling up.

    Did you set all the values like I said? (set movement speed maximum to 160 though, that's the default) I think it might be the "Time Scaling" one. I just added a few levels to my hero,and he moved VERY slowly (I could see him moving, but for gameplay purposes he was standing still.) Just set Time Scaling to 1 and it should work (did for me)

    Posted in: Miscellaneous Development
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    posted a message on Hero Freeze after leveling up.

    In the Veterancy levels (for every level you have) and possibly for all attributes you use. My editor is german so I can't give you the field names directly, so just set them to the following, going top to bottom and starting with "Sight Bonus":

    • 0 (Sight Bonus?)
    • 0
    • 0
    • 0
    • 0
    • 1 (Time Scaling?)
    • 100
    • 0
    • 0
    • 1 (Move Speed?)
    • 0
    • 1 (Acceleration?)
    • 0
    • 1
    • 1
    • 1
    • 0 (Weapon Range?)
    • 0
    Posted in: Miscellaneous Development
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    posted a message on Making a neutral bunker/transport

    @Photoloss: Go

    Did some testing: First of all, the Shop Sharing isn't needed. Second, the Neural Parasite Behavior mind controls the bunker when I enter, but is removed the moment I exit, thus I loose all references to said Behavior, and with it to the freight unit. I tired making the "freighter behavior" periodically recast the Neural Parasite, but I loose the reference for the Parasite the moment said periodic Behavior is removed, thus the bunker switches with the parasite still in place. What annoys me most is that the trigger solution is a two-liner for one player, and should be easy for multiplayer too.

    Posted in: Miscellaneous Development
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    posted a message on Hero Freeze after leveling up.

    It happened to me too. There's a solution in the comments section of the tutorial (page 2-3?): "Make sure you set Speed, Ascending and Descending Multipliers to 1" in the Modification+ window. It seems to be a bug that there's no default for the Modification+ field or something, because the premade ones list loads of values as "Deactivated" in one of the first fields, where you an only set 1 at a time. If you create a new level this field reads only "...unknown - Deactivated", and all Multipliers etc are set to their minimum values (and a unit with 0 move speed and acceleration can't move)

    Posted in: Miscellaneous Development
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    posted a message on [Solved]How do you ref an effect-type actor?

    Update: Ref'ing "_Unit" with my Psi Storm actor colors the caster. So, anyone know any reference strings used in other places?

    Posted in: Miscellaneous Development
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    posted a message on Making a neutral bunker/transport

    I got it to work that far (I probably set the target filter too), and then applied a Neural Parasite Behavior clone to the Bunker, which gave me control over it. However, when I now order the unit to exit both the bunker and the unit belong to the neutral player (owner of bunker).

    Posted in: Miscellaneous Development
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