I have LaunchEffect+DamageEffect + linked to them ActorAction and missile.
When unit using them all works fine: firing->missile flying to target point->impact
But when i tried to give this launch effect to another missile(through persistent with offset) ,impact model disappiared: missile launching another missile->missile flying to target point->and disappearing without impact. Why impact disappeared?
"Ghost nuke indicator" and "Ghost nuke target" are actors of type "Model"
I`m asking about "Range" actors (like terran radar tower). Tried to mark all (self,ally,enemy,neutral) in "Actor-Filter" and no effect for range actor - its always visible for all.
maybe it possible through editing "Actor - events" ? Can`t solve it... =(
-create unit at pointA
-order last created unit attack to pointB
.......(repeat 23 times, ie create 12 units for each of 2 teams)
i think game lags cause there is no any units of these types on map before trigger starts, and game loading data\models\textures etc. of created units.
When trigger that creates a waves of attacking units launched for the first time the game freezes for 4-5 seconds (even if offline test mode). And no lags for next launches of this trigger. I tried "Preload Models/Actors/Units" in map initialization but it lags anyways =(. How to fix this?
After the reviving my hero stops to rotate its turret. Weapon itself continue to working perfectly: shoots at 360 degrees while arc in weapon is 0 and 360 is given by the turret. Ie turret affects the weapon but the tower for some reason does not rotates to target. What should i do to repair turret after reviving? May be something in turret actor data?
Spawn behavior contains the following fields: "Behavior - offset","Behavior - center","Stats - range". I suppose that through them you can assign a points at which units will be spawned.
But range is limited by 1! You can set it to 500 max but it doesnt matter. Units will only spawn on distance 1 and you cant change it. I tried many different combinations of units/offsets but it doesnt work.
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I have LaunchEffect+DamageEffect + linked to them ActorAction and missile.
When unit using them all works fine: firing->missile flying to target point->impact
But when i tried to give this launch effect to another missile(through persistent with offset) ,impact model disappiared: missile launching another missile->missile flying to target point->and disappearing without impact. Why impact disappeared?
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AND what is the result of last test with 8+ players???? we all want to know!!!!
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@BorgDragon: Go
Great work. Thank you.
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"Ghost nuke indicator" and "Ghost nuke target" are actors of type "Model"
I`m asking about "Range" actors (like terran radar tower). Tried to mark all (self,ally,enemy,neutral) in "Actor-Filter" and no effect for range actor - its always visible for all.
maybe it possible through editing "Actor - events" ? Can`t solve it... =(
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How to make range actor invisible for enemies?
I want to have range actor always visible for local player and invisible for all other players.
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trigger is very simple. something like this:
-create unit at pointA -order last created unit attack to pointB .......(repeat 23 times, ie create 12 units for each of 2 teams)
i think game lags cause there is no any units of these types on map before trigger starts, and game loading data\models\textures etc. of created units.
writing on mobile cause at work now
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When trigger that creates a waves of attacking units launched for the first time the game freezes for 4-5 seconds (even if offline test mode). And no lags for next launches of this trigger. I tried "Preload Models/Actors/Units" in map initialization but it lags anyways =(. How to fix this?
Sorry for my bad English.
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@Hookah604: Go I`ve attached commandpannel.cs2layout to my previous post =)
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@Hookah604: Go Commandpannel.sc2layout is still here: Mods/Core.sc2Mod->Base.sc2data->UI->Layout->UI->CommandPanel.SC2Layout
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Hi everyone. I want to make console transparent, but leave portrait panel, so i need to hide next frame:
I've tried <Visible val = "false"> and <Alpha val = "0"> but it doesn't work. Any ideas?
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@Builder_Bob: Go No, my turret doesnt enable itself after 5 sec.
but i did discovery: turret becomes broken if revive time more than 10 seconds.
IE: wait 10 sec and revive hero doesnt break turret, but wait 20 sec and revive hero breaks turret and it doesnt rotate anymore =(
sorry for my bad english =)
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General - Wait 20.0 Game Time seconds
After the reviving my hero stops to rotate its turret. Weapon itself continue to working perfectly: shoots at 360 degrees while arc in weapon is 0 and 360 is given by the turret. Ie turret affects the weapon but the tower for some reason does not rotates to target. What should i do to repair turret after reviving? May be something in turret actor data?
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Spawn behavior contains the following fields: "Behavior - offset","Behavior - center","Stats - range". I suppose that through them you can assign a points at which units will be spawned. But range is limited by 1! You can set it to 500 max but it doesnt matter. Units will only spawn on distance 1 and you cant change it. I tried many different combinations of units/offsets but it doesnt work.
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what is the music in this amazing video?
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I`ve played around protoss carrier abilities/effects. Blizz using "arm magazine" type ability + "use magazine" effect to build/launch interceptors.
So how can i change launch point of interceptors ( attachment of carrier model )? I searched everywhere but no result.