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    posted a message on New Galaxy Editor

    Yep, this sucks... no more editing until servers come up.  Better be soon!

    Posted in: Miscellaneous Development
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    posted a message on [WIP] 2D/3D Sprite RPG

    Neat idea!  

    I've actually been playing Final Fantasy III on the SNES recently.  I love those old games. :P

    Posted in: Project Workplace
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    posted a message on [Data] The Uberlisk

    Aha!  That was it!  I missed that little target box up there. :P

    Thank you!  

    All is well now... ahhh.

    Posted in: Tutorials
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    posted a message on [Data] The Uberlisk

    I believe I've almost got this, but I absolutely cannot find what is causing my tentacles to not actually reach out and hit the target and instead do that little "wiggle" thing that was mentioned in the hosted attachments section.  I'm about to say screw it, turn them into spores, and just have him shoot spores instead.

    Posted in: Tutorials
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    posted a message on Showing a Differant Leaderboard For Each Player

    Seems like this could be shortened quite a bit...

    For each player P do actions
         Create a leaderboard
         Variable - Set Leaderboard[P] = (last created leaderboard)

    Hide All Leaderboards

    For each player P do actions
         Leaderboard - Enable showing state for Leaderboard[P] for Player Group[P]

    Posted in: Miscellaneous Development
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    posted a message on 1 Unit, Multiple attacks?

    My favorite way of doing things like this is making a "create persistent" effect with a period of 0.01 and however many periods you need to match the amount of effects you'll be launching.

    Posted in: Miscellaneous Development
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    posted a message on Show unit range, like Siege Tank

    Set an event on your range actor to create on unit birth (or whenever you want to show it) instead of a selection update.

    Posted in: Miscellaneous Development
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    posted a message on Displaying Mana/Energy Bars

    The way I'm doing it in my current project is by adjusting the width of a dialog item image (set to "blue.dds" and anchored to the left so it shrinks properly) based on the amount of energy the unit has. The function to update it is called every time a unit of that type's energy changes.

    Posted in: Miscellaneous Development
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    posted a message on Damage effect not doing the right damage.

    @ZiplockSC2: Go

    So I played with this for a few minutes. :P

    There were a few things wrong with your linking of effects. Your ability only needs to fire the launch effect so remove the damage effect from the ability. Next, your launch missile effect only needs the impact effect of the damage, not another launch effect as well.

    For the damage thing, I'd fiddle around with the "fraction" area of your damage search. I set it to 100 for testing purposes and 1-shot everything in the base. :)

    (And as an aside but still relating to this ability... you can add events to your marine's actor to play animations when the ability is used so you don't have to fire them through triggers. Same effect either way of course... it just seems cleaner to have it all bottled in the data editor and only have to fire the ability with a trigger.)

    Posted in: Miscellaneous Development
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    posted a message on Referencing attached actors?

    Actually, there is a pretty simple way to accomplish this.

    First, when you add the actor, you need to add an alias, like so:

    Actor - Attach *Actor/Model* to Overhead on (*Your Unit*)
    Actor - Send message (AliasAdd "*any name you wish*") to actor (Last created actor)

    Now, to destroy it later:

    Actor - Kill actor model (Actor connected to (Actor for (*Your Unit*)) via reference "*the alias you gave it*")

    You don't have to have a different reference name for each unit. In fact you can have multiple models with the same name on a unit and the Kill Model function will remove all of them in one go.

    Hope this helps.

    Posted in: Miscellaneous Development
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    posted a message on Melee Launch Sounds

    I took a closer look at all the ultralisk stuff in editor, and something funky is definitely going down there. It has sound actors that are never linked and just have a couple weird little events in them yet they somehow play for the default ultralisk...

    Anyway, I can't really think of anything past what I mentioned in my first post in this thread without actually taking a look at what you've got. I have gotten ultralisk attack sounds on custom attacks so I know they do work through Combat - Launch Assets in the attack actor. All it should need to launch it is an event like Event.YourEffect.Start - Caster - Create. Your effect that you have here should be the one that you have linked to attack up at the top. If you haven't made your own ultralisk attack actor, I would do so... there's something weird there.

    Posted in: Miscellaneous Development
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    posted a message on Melee Launch Sounds

    @axlyin: Go

    Sure. If all you want to do is make an exactly copy of the ultralisk, only have it be a hero, this will be very simple. Go to units in the data editor and find the ultralisk. Right-click it and choose duplicate. Tick ONLY the actor box! Leave everything else empty! Go ahead and rename it to whatever you want, add the hero flag/behavior. Now, go to the actor tab and find your copied actor. All you need to do here is find Art - Model (Editor). It's probably empty, so just modify that and set it to ultralisk (this is just so it shows up in the terrain view). Now all you have to do is go over to the terrain editor, unit layer, find your new guy (under hero if you flagged him as such, otherwise he'll be with all the other zerg units), and plop him down. He should have all the ultralisk growls and attack sounds!

    The reason this works is that is just keeps most everything exactly how it was for the regular ultralisk. If you copy a whole bunch of other stuff when you duplicate, it can turn into an awful mess of finding where the empty copies that do nothing are located.

    Later, if you want to go in and modify his attack or whatever else, you'll just have to duplicate whatever you want to change in the same manner, and make sure your actor/unit points to your new copy.

    Posted in: Miscellaneous Development
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    posted a message on Dialog Transparency for Specific Player

    All you have to do is set everything to array variables based on the triggering player. So then, when you change something, you specify the dialog variable for that specific player. To do this, first create a global variable (on the left), set its type to dialog (or dialog item), tick the "array" box and specify the array size (16 is good). Then, when you create a dialog in your function/trigger, set that variable you created with an index of your triggering player to equal the last created dialog. You can then do anything you want to each player's separate dialog.

    (I think all of my variables except one are set to an array of 16 just to be able accommodate any sort of multiplayer that I want to do later.)

    Posted in: Miscellaneous Development
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    posted a message on Melee Launch Sounds

    Sounds and graphics stuff are always linked up through actors. So, first of all, go to the actor for the weapon you're working with. You should see your launch and impact effects linked to it in a little box at the very top (table view). Now for the attack launch sound, go down to Combat - Launch Assets, modify the value, and click the sound tab. Choose the attack launch sound that you want. For the impact sound, modify the value under Target - Impact Map, choose the first list item, and click the sound tab to choose your desired impact sound.

    Now, to make sure these actually go off, go to the "Events - Event +" section. You have to make sure the effects it's referencing in there are actually the effects you're trying to link up to. These tend to get mixed up and will say something like Effect.Bogus.Start where it should be Effect.YourEffect.Start. Only change one thing in here at a time, though, to start out. If it breaks or doesn't fix it, set it back to what it was and try something else.

    Posted in: Miscellaneous Development
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    posted a message on Effect scale?

    Well, there is the "Send Actor Message" function that has a "multiply scale" message type that could be useful. I think that'd really only work if you're creating the effect through triggers in the first place (so that you can reference it), though, and not just altering some type of ability cast.

    Posted in: Miscellaneous Development
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