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    posted a message on Rename a Mod?

    When trying to publish a Mod, I receive the following message:

    The requested publish name has unacceptable words (StarCraft) [LOCALE]

    Where can I rename my mod, to remove this conflict?

    Posted in: Miscellaneous Development
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    posted a message on Use triggers to rename a unit?

    Is it possible to rename a unit through triggers?

    Thanks.

    Catalog Field Value Set doesn't work because I need one unit to possibly have multiple names.

    Posted in: Miscellaneous Development
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    posted a message on Missile fires in the wrong direction at close range
    Quote from sonnert: Go

    Try using the DefaultMissile mover. Is this a clone of the hydra? The original hydra has range weapon with a minimum range and a melee weapon with the same maximum range. Try removing the melee weapon and give the ranged weapon a 0.0 minimum range.

    Thanks for the reply.

    Tried the DefaultMissile mover. It helped, but the problem still exists: now, you have to be *very* close for the bug to occur.

    Minimum range for the ranged attack was already at 0.0, and the unit does not have a melee attack.

    Posted in: Miscellaneous Development
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    posted a message on Missile fires in the wrong direction at close range

    Nope, I'm using the NeedleSpinesWeapon (Unnamed) mover without anything changed.

    Posted in: Miscellaneous Development
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    posted a message on Missile fires in the wrong direction at close range

    At a distance, my missile fires properly, but at melee range, it seems to fire downwards. See the picture below:

    Projectile Problem

    What might be causing this behavior?

    Posted in: Miscellaneous Development
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    posted a message on Force a Morph to complete

    bump

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

    Great tutorial, but I'm having trouble getting it to work on my own.

    Quote from ProzaicMuze: Go

    When you begin attaching models to other models, only one of these models can be designed as the "unit" with everything being an extension of that unit. The only exception that I have seen is if you use triggers to make units appear on top of each other and chained together. So in your case, the Thor is the unit and the Missile Tower is just an extension of the Thor. The problem with this is that you can't simply tell the effect to launch from a point on the Missile Tower because it only uses the unit as a reference for launching projectiles. Everything on the Missile Tower doesn't exist.

    Site Actors allow you to create a new point for your missile to launch from that isn't on your unit. Right now your missile is probably shooting from the ground beneath the Thor, right? To work properly you need to make sure the Site Actor has the events to create it when the Missile Tower attachment is made. It also needs to have its Host + field set to the specific Missile Tower you made (so it knows this is the model to attach to) and then the part of the Missile Turret its attached to specified with Host Site Operations +. You'd then complete the process by putting this Site Actor in the Launch Site + field under your missile's attack actor. An Example:

    Missile Turret's Actor: ThorMissilePod

    Site Actor: ThorMissilePodSite set Host + to ThorMissilePod (Actor) set Host Site Operations + to SOpAttachWeapon01, SOpAttachWeapon02, SOpAttachWeapon03 or SOpAttachWeapon04 open Events + and created the following events: ActorCreation.ThorMissilePod Create ActorDestruction.ThorMissilePod Destroy

    Missile Attack Actor: MissilePodAttack set Launch Site to ThorMissilePodSite

    This tells the Site to create itself at one of the Missile Towers weapons and tells the missile to fire from the site that is now attached to the Missile Tower. Does this make more sense? Also, does it help fix your problem?

    I followed these steps exactly, although with a Marauder instead of a Thor as a base unit, and although the turret appears properly, the rockets still shoot out of the origin. Where might I be going wrong? I have the Marauder's attack launch site set to my custom launch site, which is created when the "missile turret" is created.

    Thanks.

    Posted in: Tutorials
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    posted a message on Force a Morph to complete

    I would like to create a trigger that will force a morphing unit to complete its morph.

    What action should I use? Since "Set Unit Progress" apparently does not work for morphing units.

    Posted in: Miscellaneous Development
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    posted a message on Make a unit semi-transparent?

    @RileyStarcraft: Go

    Thanks. Exactly what I needed.

    Posted in: Miscellaneous Development
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    posted a message on Make a unit semi-transparent?

    How can I make a unit semi-transparent?

    I searched all of the actions relating to Units, Actors, and Animations, but wasn't able to find what I'm looking for.

    Posted in: Miscellaneous Development
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