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    posted a message on Make unit walk, then run

    since you can control animation in the event+, it can be done. but i dont know how !

    Posted in: Miscellaneous Development
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    posted a message on burrow movemement unded structure, if not lowered (solved !)

    Slypoos, in fact you gave me the solution =))

    footprint take priority over collide flags.
    remove all footprint. it works.

    tadaa !
    =)

    thx to those who try to help me on the IrC

    Posted in: Miscellaneous Development
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    posted a message on burrow movemement unded structure, if not lowered (solved !)

    bump :

    here is a link to my Test file.
    It also contain my "Fear" ability.

    http://www.megaupload.com/?d=WECCELSE

    if someone manage to get it work..

    Posted in: Miscellaneous Development
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    posted a message on burrow movemement unded structure, if not lowered (solved !)

    @Slypoos ;

    that's what i was thinking. but how that help me ?
    i really try to understand how to make new footprint, but i dont see where you set "underground" footprint in the footprint part of the data editor. and I cant base my work on existing one, cause the GE dont let you see existing footprint.

    how do i get that to work ????

    On IRC, someone use a solution that works, converting supply depot to units.  units respect their "collide" setting. building dont.
    but after some testing, it add a lot of other problem. so i wanna find the "right way to do it".

    Posted in: Miscellaneous Development
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    posted a message on burrow movemement unded structure, if not lowered (solved !)

    oki, so I try to make a unit (infestor) to move under structure.
    but i also want that he can not move under a "burrowed" structure (lowered supply depot)

    I use only 2 structure in my map : supply depot and lowered supply depot
    I use only one unit, infestor.

    current set up :

    Supply depot : (same as the original.)
    movement - Collide : Ground, structure
    Movement - pathing footprint :  2x2 (contour)

    lowered supply depot :
    movement - Collide : Burrow, structure
    Movement - pathing footprint :  2x2 (underground)

    Infestor : (same as the original)
    movement - Collide : Ground, unused (land 09)
    Mover - ground

    Infestor (burrow)
    movement - Collide : burrow
    Mover - burrowed

    and it doesnt work =)

    I already try to create a new Mover, and looking at footprint to make on for my burrowed structure... but can't manage to make something working.
    also try to use the unused (land 01) or another to make it collide. without succes.

    Posted in: Miscellaneous Development
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    posted a message on Issue Order / move / offset ?

    With lot of help from here and the IRC channel, i'have manage to get it almost work :

    the "new" set up is :

    So far, i got the base behavior and ability :

    - Abilities - FEAR (Effect Instant) : which only launch the Fear Scream (search) effect. - Effect - Feat Scream Search (search area): ((360,-1, 10) - Fear Apply) , exclude caster, filter robotic / massive - Effect - Fear Apply (apply behavior) : witch only apply the Fear behavior to the enemy units. (no change to this 3, they work perfectly) (just need to add sound, and icon over the targeted unit heads !)

    - Behavior - Fear (buff): 5 seconds duration, period 0.5, periodic effect Fear Target Offset (create persistent) (here, I just remove the "set" effect, i dont need it)

    - Effect - Fear Target Offset (create persistent) : expire delay : 5 sec (I remove the flags) initial delay 0.1 period count : 1 period effect : Fear Issue Order Effect - periodic Offset : 3 / 3 Target Location : Target Unit Target Location Offset end : Caster Unit Target Location Offset start : Target Unit

    - Fear Issue Order : Ability : move effect player + : source Target - Target + : Target Unit unit unit + : Fear Target Offset Order (create persistent) ; Outer

    Now the targeted units move "away" from my caster, that's nice !

    i try to solve some issue, mainly with pathing : If the caster and target are in a small area, the target sometime move forward the caster to try to go away. if possible it will be better that they just move as far away from the caster as possible and never come "closer" for any reason... If I cant find a way to do that, it's no so bad, my UMS gameplay will still be ok with that, just need to adapt the maps design.

    Posted in: Miscellaneous Development
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    posted a message on Multitarget?

    you need to modify the weapons in the Data editor :

    In order to hit multiple Target, you need to modify the weapons in the data editor. The weapon effect need to be changed from a Damage effect to a Search Area effect, and then the search area effect apply the damage. (or lauch missile / beam, and they apply the damage effect).

    ++

    Posted in: Miscellaneous Development
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    posted a message on Issue Order / move / offset ?

    It will select only One unit in the area, and the range of the spell will be -10 .. i'm not sure it's what i need

    Almost solved thx to IRC, I will edit my first post with the "working think" when i get it exactly as I want.

    Posted in: Miscellaneous Development
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    posted a message on Issue Order / move / offset ?

    I just cut out the Effect - Fear target set , and link directly the behavior to the Fear Target Offset Order, so i know now that the Fear target set is useless.

    but it doesnt solve my "magnet instead of Fear" issue =)

    Posted in: Miscellaneous Development
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    posted a message on Issue Order / move / offset ?

    Hi again !

    I work on a "fear" ability. if the caster use this fear ability, all nearby enemy units (excluded massive / robotic) should flee (move AWAY) from the caster unit. I start by looking at Jcup ignition ability, so i think i got useless effect in it... i think i dont need to use "his" effect structure.

    So far, i got the base behavior and ability :

    - Abilities - FEAR (Effect Instant) : which only launch the Fear Scream (search) effect.

    - Effect - Feat Scream Search (search area): ((360,-1, 10) - Fear Apply) , exclude caster, filter robotic / massive

    - Effect - Fear Apply (apply behavior) : witch only apply the Fear behavior to the enemy units.

    - Behavior - Fear (buff): 5 seconds duration, period 0.5, periodic effect Fear Target (set)

    - Effect - Fear Target set (set) : (this one may be useless,I think) : cause it just set ONE effect : Fear Target Offset Order (create persistent)

    - Effect - Fear Target Offset (create persistent) : expire delay : 5 sec Flags : radom Offset initial delay 0.1 period count : 1 period effect : Fear Issue Order target Location : target Unit Target Location Offset end : Target point Target Location Offset start : caster unit

    - Fear Issue Order : Ability : move effect player + : source Target - Target + : Caster unit unit unit + : Source

    But actually, It work exactly the opposite ! it's more a "magnet effect" than a fear.. all target unit move forward, to my caster.

    Help !!!

    Posted in: Miscellaneous Development
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    posted a message on changing ownership in data editor ?

    Hi,

    I try to make an Ability wich change the owner of a building, all in the data editor. I start by looking at the neural parasite, but i'm unable to locate where it "control" the unit owner. any help ?

    In fact the goal is to make capturable neutral building in the data editor (no trigger !). I plan on using a similar ability as the xel naga tower (which is auto cast, and share vision with the target, if a target is in 2.5 radius of him or so..) I got that part ! but I cant found anything on ownership / control of the unit in any behaviors / ability ! (it should exist, cause it's the effect of the neural parasite in a way...)

    help ! +

    Posted in: Miscellaneous Development
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    posted a message on research progress bar and other stuff...

    up !

    anybody plz !

    Posted in: Miscellaneous Development
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    posted a message on research progress bar and other stuff...

    Hi everyone !

    I still struggle with my 2 issues, maybe they're simple for you !

    - I need a progress bar when my units is researching a news capacity. like the bar on the cybernetic core or engineering bay but on a unit ! I try to look on the them but I can't find where it's set up !

    - my second issue is apparently a localization issue. but it's really weird. I try to explain ; i work on a French editor, but i got the english (En) installed too. My map works almost fine in the FRfr version, the only problem is the Weapons damage tooltip. after selecting a unit, when i move my cursor over the weapons icon, usually i see the damage per type (armored / light etc...) but I have a sting/xxxx/xxxx/xxx and the damage in place of the "dmg type". If i load my map and play it on the ENen version, all other texte have localization issue exept this one !!! any idea ?

    Posted in: Miscellaneous Development
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    posted a message on Lag BUG, solution

    Hi,

    I have some issue with lag ingame in a turret defense map i work on. I'm not sure why, but i'm ready to try anything to make it better, but i dont really understand what you say about fog / blackscreen.

    i need to create a trigger to do that ? dont find the action in my list (french translation is pain in the ass)

    Posted in: Miscellaneous Development
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    posted a message on Some (simple ?) issues..

    Bump !

    I solve a lot a small bug in my map, almost finish. Balance is done for 75 % of the wave...

    But, I still need to find a way to put a progress bar for the research of my unit ! (see first post)

    somebody can help me ?

    another issue :

    after like 50 or 60 wave of units (more than 15000 kills in total) the game lag baddly. i can"t find why. to much trigger running ? to much units created / killed over time ? any idea ?

    Posted in: Miscellaneous Development
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