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    posted a message on Launch Attachment Query and Stone Zealot

    I'm trying to make a stone zealot that shoots lasers out its eyes, specifically ones from the battlecruiser (though if I find something better I may use that). I gave the stone zealot the battlecruiser weapon, and then tried to modify its attack actor's laq. The attachment points for the eyes are Weapon Left and Weapon Right, which are the default places it shoots the collosi's laser beams from.

    The problem I'm having is making it shoot properly. I tried using Filter Weapon with Fallback to Head (if that matters) but it doesn't shoot from the eyes (just the head). Adding Filter Weapon Left and Right didn't work either.

    I've noticed some other weapons shoot properly when added (Hellion, Flaming Betty) but can't seem to figure out what attachment I need for this.

    Posted in: Miscellaneous Development
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    posted a message on List of What Announcer Sounds Say

    Haven't seen this before so I thought I'd take some time and make a list of all the announcer sounds incase people wanted to use them for their maps:

    1. Level
    2. Round
    3. Wave
    4. Stage
    5. Lap
    6. Next
    7. Previous
    8. Final
    9. Bonus
    10. Ready
    11. Go
    12. Stop
    13. Start
    14. Begin
    15. 0
    16. 1
    17. 2
    18. 3
    19. 4
    20. 5
    21. 6
    22. 7
    23. 8
    24. 9
    25. 10
    26. 11
    27. 12
    28. 13
    29. 14
    30. 15
    31. 16
    32. 17
    33. 18
    34. 19
    35. 20
    36. 30
    37. 40
    38. 50
    39. 60
    40. 70
    41. 80
    42. 90
    43. 100
    44. 1,000
    45. 1,000,000
    46. A
    47. B
    48. C
    49. D
    50. E
    51. F
    52. G
    53. H
    54. I
    55. J
    56. K
    57. L
    58. M
    59. N
    60. O
    61. P
    62. Q
    63. R
    64. S
    65. T
    66. U
    67. V
    68. W
    69. X
    70. Y
    71. Z
    72. Success
    73. Failure
    74. Cleared
    75. Finished
    76. Reset
    77. You
    78. Win
    79. Lose
    80. Die
    81. Victory
    82. Defeat
    83. Pass
    84. Failed
    85. Boss
    86. Go!
    87. Out of Bounds
    88. Disqualified
    89. New Record
    90. Hero
    91. Item
    92. Power Up
    93. Secret
    94. Reward
    95. Player
    96. Objective
    97. New
    98. Received
    99. Discovered
    100. Found
    101. Revived
    102. North
    103. South
    104. East
    105. West
    106. Choose
    107. Chosen
    108. First Place
    109. Second Place
    110. Third Place
    111. Safe
    112. Good Job
    113. Nice
    114. Warning
    115. Danger
    116. Caution
    117. GG
    118. Locked
    119. Unlocked
    120. Activated
    121. Deactivated
    122. Phase
    123. Area
    124. Fantastic
    125. Hardcore
    126. Epic
    127. Hey
    128. Hello
    129. Welcome
    130. Goodbye
    131. Red
    132. Blue
    133. Green
    134. Yellow
    135. Orange
    136. Black
    137. White
    138. Gray
    139. Brown
    140. Teal
    141. Pink
    142. Light
    143. Dark
    144. First Blood
    145. Double Kill
    146. Triple Kill
    147. Instant Kill
    148. Headshot
    149. Ownage
    150. Killer
    151. Masterful
    152. Ganked
    153. Humiliation
    154. Annihilation
    155. Fatality
    156. Finish Him
    157. Left
    158. Right
    159. Up
    160. Down
    161. Killed
    162. Quit
    Posted in: Artist Tavern
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    posted a message on Making text tags fade in data editor?

    Is it possible to make text tags fade away in the data editor? I can make them move but I can't seem to make them fade. I tried set opacity with a blend but still no luck.

    Posted in: Miscellaneous Development
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    posted a message on Trying to make a missile "drop" after an effect wears off

    @shardfenix: Go

    What did you do to modify them to drop down on death?

    Posted in: Miscellaneous Development
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    posted a message on Trying to make a missile "drop" after an effect wears off

    I'm trying to recreate the "Time Bomb" the Mothership used to have,

    . Basically I did most of it, , (pretty much Chronosphere) but the thing I can't figure out is how the Time Bomb would cause missiles to drop from orbit.

    I made a mover that causes the missile to drop when fired, but I'm stuck at how to make the missiles have it. I've also tried to change height and create dummy missiles, neither of which worked too well. If anyone has any suggestions I'd love some help with this.

    Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells

    Entry: Meteor

    Description: Summons a flaming rock from the sky which after a short time lands on the impact patch, dealing large area of effect damage and leaves a crater.

    @KrumBum, I use Fraps to record and Vegas to edit, then AutoGK to compress.

    Posted in: Project Workplace
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    posted a message on Respawning a unit and ignoring placement

    I'm trying to make it so after a unit dies, it'll respawn where it died. The problem is that the location I have my unit required me to ignore placement when I put it on my map so it seems that it doesn't respawn. What flag allows a unit to be placed anywhere? Mine has no footprint but can't be placed where I want it to be which is at the lowest cliff level.

    Posted in: Miscellaneous Development
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    posted a message on How to make units shrink with damage?

    I'm trying to make it so when a unit takes damage, its scaled smaller based on its health percentage. So if a marine gets attacked, it gets smaller. I'm trying to do this through the data editor and looked through the behaviors but I couldn't find a modification for scale. Is it possible to do this in the data editor, or do I have to resort to triggers? I've seen a map called ShadowTD which has a shrink ability/behavior, but I couldn't figure out how he did it.

    Posted in: Miscellaneous Development
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