• 0

    posted a message on [Released] The Final Frontier (space rts)

    I played this for the first time yesterday playing against aliens - It was fun, and I thought the interface was pretty easy to grasp. I still don't fully understand research though. How do I get different types of armors/hulls/etc to choose from? I did a lot of research on things like drive and hull and lasers, but never got any additional options.

    Posted in: Project Workplace
  • 0

    posted a message on Attach Turret Help

    @GryphonMane: Go

    This is possible, but not in the data editor. It requires triggers to do AFAIK.

    Posted in: Data
  • 0

    posted a message on Weekly Data Exercise #13 - May the force be with you
    Quote from Southpaw444: Go

    The target pathing needs work, not sure how to avoid being blocked by units in the way of the target unit.

    Thats easy. I'm guessing your ability applies a buff to t he jumping unit - just go into the buff, I think its in the behavior tab, in either state flags or modify flags you should see a flag called "suppress collision". That should do it.

    Looks awesome by the way.

    Posted in: Data
  • 0

    posted a message on Attach Turret Help

    For the turret, you need to use a model that has the turretZ attachment point, then make it invisible and attach a model addition actor to it that uses the roach model. On the attached actor, make sure you uncheck opacity and/or visibility in the inherited properties field.

    Idk whether you've checked it yet but here's a good tutorial for attached turrets: http://forums.sc2mapster.com/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/

    Posted in: Data
  • 0

    posted a message on Weekly Data Exercise #13 - May the force be with you

    @Southpaw444: Go

    Currently, it only does so with the caster unit - target units will just collide with cliffs and get stuck. All I had to do for the caster was to make an identical copy unit of the caster, except with no abilities, and link it with the caster thru a morph. The copy has the colossus mover, allowing it to go over cliffs.

    After some testing I have found that a unit that has no collision flags by default will automatically go over cliffs when pulled and pushed, however I am unable to achieve the same result by suppressing collision via a buff in-game to a unit that starts out with collision flags checked.

    Posted in: Data
  • 0

    posted a message on Viking Turret

    Right. If you wanted to do this, you still could, but you would need to import a custom viking assault model with a turretZ attachment point.

    Posted in: Data
  • 0

    posted a message on vertical lightning?

    @pditty: Go

    In addition to what Borg said, I'd like to add that if you want the lightning to be a regular beam model that isn't normally vertical (for example, the archon beam) you can make it vertical by making the launch host the same as the impact host, and making a local offset actor for the launch location in the beam actor.

    Posted in: Data
  • 0

    posted a message on Weekly Data Exercise #13 - May the force be with you

    @BorgDragon: Go

    Wouldn't it be better to compare the cliff level of a point in front of the target (with a create persistent using its periodic offset), since the cliff level at the unit will still be the same?

    Posted in: Data
  • 0

    posted a message on Weekly Data Exercise #13 - May the force be with you

    Heres my first entry: Warp Grapple, which I also gave a preview of in WDE #12. New and improved video featuring both lasso mode and grapple mode. For some reason fraps didn't properly record the sound...

    Embed Removed: https://www.youtube.com/v/2PqBV_f-3xg?fs=1

    I may make something else as well, depending on how busy I am.

    Posted in: Data
  • 0

    posted a message on Weekly Data Exercise #13 - May the force be with you

    @Kueken531: Go

    Nice one! That looks badass.

    Posted in: Data
  • 0

    posted a message on hyper triggers

    Oh man, I remember using hyper triggers back in the day... what a throwback. Does anyone else remember TuxedoTemplar and his awesome UMS maps?

    Posted in: Triggers
  • 0

    posted a message on Weekly Data Exercise #13 - May the force be with you

    @zeropoints: Go

    What do you think about it needs triggers? As far as I can tell my recent video in WDE 12 was basically meat hook, with the addition of pushing the enemy away after it got pulled in. Or is there something to meat hook other than just the pulling? I can tell you that what I did was 100% data.

    However, I can see how you might need triggers if you wanted to be able to pull targets up cliffs. You could do this 100% in data, but AFAIK you need to use morph abilities to change the mover of the the target, and unless you want the target to be invincible while pulled or every unit has the exact same stats, you need a unique morph for every possible target... which is where triggers come in. This is what I'm aiming to do with electro-grapple, so I'm hoping that there's a way to make a single morph ability more dynamic with triggers or some other workaround.

    Posted in: Data
  • 0

    posted a message on [Terrain] Terraining Smoothness: optimizing performance through terrain

    Damn... I've been using the "Add Texture" tool alot... Its gonna suck to fix that up. Thanks for the tips though, I never knew terrain habits could have anything to do with performance.

    Posted in: Tutorials
  • 0

    posted a message on [Actor] Attach a non-rotating actor

    @Kueken531: Go

    Have you tried using the origin attachment point with a local offset?

    Posted in: Data
  • 0

    posted a message on increase/decrease the unit size with behavior stacks

    Yeah what almaity said, you can increase the scale of the actor using validators, but AFAIK you can't change the actual unit size (like its collision size) in-game with the data editor. Could be possible with triggers, but I'm a huge noob in the trigger area so I wouldn't know.

    Posted in: Data
  • To post a comment, please or register a new account.