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    posted a message on Cannot find 'attack' order in triggers

    D-click on the "Order with no target". Change it to "Order targeting ..."

    Posted in: Triggers
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    posted a message on Massive Warfare cinematic

    Aw, I don't know. Overall, it is a good cinematic, but nothing more.

    -:
    To slow. Text was not so good either.
    Also, why the hell does he need an army, when he can just walk in to the enemy base under cloak and nuke it?

    +:
    I liked the Epic-looking Thors. They are really nicely made.
    Terrain is not bad. The towers that are far away creates a feeling that you are really at the enemy beach.

    I would give it a 3/5 :S

    Posted in: General Chat
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    posted a message on Hide Weapon Damage on Tooltip?

    I think its Text editor related :(

    Posted in: Data
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    posted a message on Building Effect gone??

    Go to the Actors, search for the corresponding actors. Then go to Events + and modify some fields.

    That problem would be with you, if you would duplicate an actor of the unit.

    Posted in: Data
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    posted a message on Problem with Requirements

    Use the validators in requirements or use a description (the field that is in the right low corner :S ).

    Posted in: Data
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    posted a message on Screw the b-net popularity system

    Em, use the Testers (EU) team for instance. Get some friends ingame, that would help :D

    Posted in: Off-Topic
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    posted a message on Weekly Data Exercise #2 - Overseer Weapon

    Made a Muta-like ability of attack (except, there is no weapon :D ). The missile splits after 1 impact into 5 segments, then to 6 more (if I'm not mistaken).

    Posted in: Data
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    posted a message on Problem 2.0

    @SpaceKookie: Go

    Em, you should look into some fields of effects. I'm assuming that there are some fields with a unit (like, Zealot - not Zealot Hero).

    Posted in: Data
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    posted a message on Sound actor creation (at unit)

    @Azzaaer: Go

    Add Term -> At
    Set the option of "At" to Caster. (btw, it is set by default)

    Posted in: Data
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    posted a message on [Solved] Charge ability

    @EFoG: Go

    Did you use the method that TheAlmity described?

    Posted in: Data
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    posted a message on Deactivate behavior with ability?

    Or you can make that via effects. Firstly, create 2 Effects of type Add Behavior. Then, create Effects type Remove Behavior. Create 2 effects for both of behaviors. You will also need 2 validators - Unit Compare Validator Count. Set the needed options there. Then, go back to the effects. Add these validators to the effects (validator that checks the X's count must be wired to the effect remove beh. X AND validator that checks the X's count must be wired to the effect that add the Y behavior) Create a effect type Create Set. Add these Effects to the Set. Then, add that Set to the Ability (don't forget to set the target of an ability to Caster).

    Hope it works :D

    Posted in: Data
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    posted a message on Zergling Ability Ideas Needed!

    Here's hello from DeForce!

    I think you should make a "baneling rolling bomb" ability. Firstly, it channels - a baneling is morphing in front of a zergling. Then, this baneling is rolling in a line towards where it was targeted. When it collides with a target, it explodes, dealing splash damage.

    It could be wise to start from Raynor's Snipe ability. Making an analog based on Snipe would be easier.

    Also, make the baneling scale up until it explodes. That would be nice looking!

    'Ello from Dwarfius! :D

    Posted in: General Chat
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    posted a message on Dreaded Attributes

    Dumb idea, but - you could use Behaviors of type Buff (that are doing nothing, but are stackable). So, when you have 4 strength, there should be 4 behaviors. But I'm not sure about it :D

    Posted in: Data
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    posted a message on My unit's model is not appearing!

    Yeah, np.

    Posted in: Data
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    posted a message on My unit's model is not appearing!

    Are Morph.xxx.Start and Morph.xxx.Finish set up in event's of an actor?

    Posted in: Data
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