I'd like an in-depth tutorial on effects, behaviors, and anything related to them that's needed to make them work.
Seriously, with all these new things in the Data editor and nowhere to learn the basics, I'm pretty much stumped to do anything that isn't purely trigger-based.
But this doesn't use any actors, it's pure triggers. There is an action that lets you pick the position of an attachment as a point, but it doesn't come with any presets so I can't specify any attachment points. I can enter them as text but I don't know what strings to use, nothing I've tried works.
That's the thing, there are no working functions. For some reason you have to define the attachment by text, while the "attach actor" function has presets.
Or you could pick variable, but there's no "attachment" variable type.
And none of the text values I've tried have yielded any results at all.
Very useful tutorial. There is one thing though, spawning missiles usually works fine, but I can't change the spawn point from unit position to position of an attachment point.
Mind telling us how you did it? Ever since I played the Lost Viking minigame in the campaign I've wanted to try and make one myself, but I get the "too many threads" problem with my movement triggers.
That and I'm not sure how to make working projectiles.
The title got me thinking about a slightly different idea.
Two bases, two lasers. Both lasers are firing on a big floating pylon in the middle of the field. Now, people run on one lane and try to kill each other, claiming areas in one way or another along the way.
The pylon moves through these areas, so if you capture all the areas all the way to the enemy base, the pylon explodes and obliterates them.
More of a "push o' war" I guess though.
Any thoughts?
That sounds like some good advice, but I'm having trouble applying the ability to the Marauder, as well as editing the models. I'd like the broodling to be a Seeker Missile, but while it sort of works I can't get the broodlings to accept the model pre-launch, can't find the correct field to modify.
Also having trouble making sure that each marauder can spawn new broodlings only when they have 1 energy.
EDIT: wait a minute. might it be possible to use a search area effect to re-target the Seeker Missile?
I'm working on Ultris' map as well.
We've had some limited success with Broodlords. The Broodlings follow the target even after they blink. Only problem is remaking the broodling attack to work with the Marauder and the triggers.
We need it so the broodling dies on impact and gives 1 energy to the target.
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I'd like an in-depth tutorial on effects, behaviors, and anything related to them that's needed to make them work. Seriously, with all these new things in the Data editor and nowhere to learn the basics, I'm pretty much stumped to do anything that isn't purely trigger-based.
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Bump
Alright, I have a working projectile system. Now I need them to impact on cliffs.
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Actually, there is a Unit Group function that pick all of a player's idle units.
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But this doesn't use any actors, it's pure triggers. There is an action that lets you pick the position of an attachment as a point, but it doesn't come with any presets so I can't specify any attachment points. I can enter them as text but I don't know what strings to use, nothing I've tried works.
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That's the thing, there are no working functions. For some reason you have to define the attachment by text, while the "attach actor" function has presets. Or you could pick variable, but there's no "attachment" variable type.
And none of the text values I've tried have yielded any results at all.
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When it comes to custom maps nothing is too weird :p
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Very useful tutorial. There is one thing though, spawning missiles usually works fine, but I can't change the spawn point from unit position to position of an attachment point.
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Bump. I'm interested too.
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Ok, as the title says, I'm working on a VSS map(played Lost Viking in the campaign?) and I need help. Massive amounts of help.
Here's what I've done:
Here's what I need help with at the moment:
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Mind telling us how you did it? Ever since I played the Lost Viking minigame in the campaign I've wanted to try and make one myself, but I get the "too many threads" problem with my movement triggers.
That and I'm not sure how to make working projectiles.
0
The title got me thinking about a slightly different idea.
Two bases, two lasers. Both lasers are firing on a big floating pylon in the middle of the field. Now, people run on one lane and try to kill each other, claiming areas in one way or another along the way. The pylon moves through these areas, so if you capture all the areas all the way to the enemy base, the pylon explodes and obliterates them. More of a "push o' war" I guess though. Any thoughts?
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That sounds like some good advice, but I'm having trouble applying the ability to the Marauder, as well as editing the models. I'd like the broodling to be a Seeker Missile, but while it sort of works I can't get the broodlings to accept the model pre-launch, can't find the correct field to modify.
Also having trouble making sure that each marauder can spawn new broodlings only when they have 1 energy.
EDIT: wait a minute. might it be possible to use a search area effect to re-target the Seeker Missile?
0
I'm working on Ultris' map as well. We've had some limited success with Broodlords. The Broodlings follow the target even after they blink. Only problem is remaking the broodling attack to work with the Marauder and the triggers.
We need it so the broodling dies on impact and gives 1 energy to the target.