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    posted a message on Turret Help

    Search turret, specifically the tutorial of Prozaic Muze and the part where he warns you "If you don't do this step, likely the missiles will come out of the unit's feet instead, whenever I hear people ask about what's wrong its always that."

    It might help you.

    Posted in: Data
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    posted a message on Unit reaquiring random target after each shot?

    @Azzaaer: Go (in reference to picking new targets each time it fires)

    Here's what you essentially need: A fake/dummy behavior and a validator checking for its presence on targets.

    The behavior just has to have some small timer on it (the time before you'd like the weapon to potentially aim at them again) and then a validator needs to be created that's looking for its presence, I can't remember any off hand but I know there are examples of validators that do this among the existing that you can copy and modify for this purpose. The third step is within the weapon's effect you just need this validator included in its list and this will stop the weapon from picking that target until the behavior's timer expires. Oh right and somewhere within that weapon's effects it needs to apply that dummy behavior to the target using an add behavior effect.

    This is hackish though and I'm sure there's a cleaner way to do this with target sorting instead but frankly I haven't delved too much into that.

    ED: On second thought, this method would suck the moment you introduce more then one such weapon onto a side in a fire fight since they'd run out of targets rather quickly since they'd both share the same filter on availables...bleh.

    Posted in: Data
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    posted a message on Having a unit fire multiple weapons at individual intervals.

    Isn't backswing the variable that controls how long after a weapon fires before it starts to arm up again?

    ED: Er before it fires its first shot, mi needz cofey.

    Posted in: Data
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    posted a message on [solved] A way to make missiles not guided?

    There's a few strategies to get this sort of thing to work but the main pair of things that have worked out for me: Ensure the effect that's launching the missile is aiming at a point rather then a unit and that the missile is responsible for detonating on its own accord. Best method I've been using to do the missile responsibility is to have a behavior on it that's calling a search effect very quickly (periodic effect entry on the behavior going off say every .01 seconds) in a small radius, when the search effect finds a target worthy of destroying it calls the payload which creates the damage and suicides itself out of the game. For artillery type attacks then it'd be a matter of again aiming at a target point but upon impact just call a general radius damage to all valid targets ala how the siege tank's shots damage effects work.

    I think the harder part if you're intending to put theses on regular unit's weapons is devising a method for the weapon to lead the target when deciding where to mark the target point its going for, I've only used these with manually fired abilities so far so I leave the lead to the player's decision and with AI I have a function built into its attacking triggers that estimates a lead to aim for when deciding on a target point.

    Posted in: Data
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    posted a message on The Guess Why Your Username is What it is Game

    @ChromiumBoy: Go

    You can put your arm back on, we can't. So play safe.

    Posted in: Off-Topic
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    posted a message on Nexus Word Wars was banned

    You all know what needs to happen right? Go into official blizzard melee maps, create enough units to spell offensive words, screen shot then bitch that those maps contain the debil's work!

    Definitely think blizzard over-reacted here, again. Its pretty obvious you aren't trying to stir the waters with the inclusion of such a word and should be provided some leniency to clean up the list. Its unfortunate that some people still think there is such power in words but meh, blizzard has to cater to the idiots too.

    Posted in: General Chat
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    posted a message on The Guess Why Your Username is What it is Game

    @slaydon: Go

    You *really* don't like don.

    Posted in: Off-Topic
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    posted a message on [SOLVED!]Can somone help me duplicate a Weapon?

    @ViG01: Go

    Fraid I don't have the editor in front of me at the moment but I think there's gonna be an 'action' actor that's controlling the weapon's firing and sadly those guys are never shown directly linked into the units, actors etc of what you're looking for. Check to see if there is such an actor somewhere and that'd also need to be copied and modified to use the new weapon and unit.

    Posted in: Miscellaneous Development
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    posted a message on Advanced spawn waves

    @Keyeszx: Go

    Look at how any campaign map's AI works, yes they are that controllable.

    Posted in: Triggers
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    posted a message on Attachment points?

    In the preview window you can turn on 'attachment points' and it'll show them as little triangles all over the model, when you pick one in the right-side menu it'll animate the particular triangle associated with the point. This was definitely something I was frustrated about as well until I discovered that view options.

    Posted in: Data
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    posted a message on Portrait Issues

    @Yaos01: Go

    Its definitely in the act of when you do show them that's important to have the dialog appear first, then the portraits. The portraits with LDR mode are just literally sitting on top of whatever was there first which is how dialogs work by default. So if the portraits show up first then the dialog just covers them, the reverse though and you have your portait atop the dialog. It looks like you're doing the same thing I do where you've created this dialog & portrait well ahead of when they show, so yah in the portion where they show ensure the dialog appears, *then* the portrait.

    Posted in: Triggers
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    posted a message on how to clear units target?

    I've also been looking for more precise methods of controlling what a unit's targeting and when but fraid I don't see any solid work-around for you, your weapon's targeting method is destined to aim at the 'best' unit. You have experimented with the weapon's weapon tab's flags like 'allow retargeting' etc? That's the best I can offer. You're using a weapon that can fire while moving too aren't you? Those are especially annoying. Would it perhaps be practical for you to have triggers that enable/disable the weapon as you need them?

    Posted in: Data
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    posted a message on [SOLVED!]Can somone help me duplicate a Weapon?

    I use the copy method: Find the unit, copy/paste/rename it. Find the actor, copy/paste/rename, go to the actor's art tab and redo the model links to what the original had (its strange those links break but meh), then at the very top modify its unit to the copy you'd made. Finally check the events tab of the actor to ensure the unitbirth.(unit) etc events are aiming at your new unit instead of the old.

    Done.

    Now depending on what else you'd want to modify on the unit beyond just its own stats or actor (like making up a new weapon for it) you'll want to copy or recreate them and replace more links on your new actor/unit but this has been a very simple approach to this daunting process that minimizes duplicated data entries and just flat out works.

    Posted in: Miscellaneous Development
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    posted a message on Would you want cinematic director to your project?

    I'd say lend yourself out more as a person who can make proper demo videos for maps. There is a pretty heavy set of skilled map makers but so far very few have released genuinely good looking videos for the maps, usually its just a straight pass recording with them talking over the game play as it happens. I'm sure many would welcome someone who is experienced with genuine video editing software and the skills to know how to get the shots they need to make a solid demonstration.

    Posted in: Team Recruitment
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    posted a message on Best way to create a colliding missile?

    @Kueken531: Go

    Attach as in firing from the weapon's mount point instead of from the center? Action actors is how I've been doing it,

    Posted in: Data
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