• 0

    posted a message on Previous WDE and Ideas

    I think we should have a WDE with a force theme. Basically make any ability/weapon/whatever that makes use of force effects.

    Posted in: Data
  • 0

    posted a message on Gathering your Editor feedback & suggestions

    Site operations need to be improved. While getting attacks to launch from attachments is easy, as far as I can tell there is no way to make a beam attack or a missile attack launch from an attachment to an attachment.

    For example: I want a unit to have lightning orbs that orbit around its head. It should have an attack that can launch a beam directly from these orbs. To make them orbit int he first place, it is necessary to attach a dummy turret to the main unit, make it invisible, and use that as the host for the orbs, using a local offset actor to give them a radius away from their "center of gravity" . The problem is that when trying to use these orbs as hosts to launch a beam or missile attack, they will just launch from the main unit. If I set the host instead to the dummy turret, it will launch from that, but will then blatantly ignore any local offset actors I add into site operations.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Is it possible to make an animation play backwards?

    I have a teleport ability in my map that Im working on. It targets a portal unit that can be anywhere on the map. To add dramatic flair, I'm using a launch missile effect, with the missile being the same model as the caster unit, to make it look as if it is flying into a portal. My caster unit uses the sentry model, so I want to make it look similar to when the sentry is warping in and the model slowly materializes, only I want it to dematerialize. So if its possible to somehow play the warp-in animation from finish backwards to start, that would ideally be what I'm looking for.

    Does anyone know if this is possible? Or would I need a custom model?

    Posted in: Data
  • 0

    posted a message on How to make an upgrade button disappear after use?

    @Circulation: Go

    This is pretty easy. Showing/hiding buttons is done via requirements. Make a new requirement, name it whatever you want. Then, open up the "requirements+" field.

    You should see a space with two categories, "use" and "show". Right click on show and add a new requirement node. Set that to equals. Then right click that, make another new node. For that switch it to something like "upgrade purchased" (I'm not at my home comp atm so I can't look and see exactly what its called), switch it to either "in progress" or "completed" depending on how your upgrade works, than add another node under the equals. Set this to constant and change the number to 0.

    What this does is make sure that the button can only be shown when the corresponding upgrade has not been started/completed. Now to put into action, you'll need to open up your research ability and add the requirement for the specific upgrade it applies to.

    Posted in: Data
  • 0

    posted a message on (Solved)persistent offset question

    I'm not quite sure what you're asking... -Y values are in front of the caster, positive are behind... thats just how its designed for some reason.

    Posted in: Data
  • 0

    posted a message on Missile Attack won't launch from attached actor

    So I have a custom unit with attachments. As a base, I have a bunker, with an invisible dummy turret. So I have 3 visible actors attached to the turret. Two of them fire instant effect weapons. Using attack actors and sites, as well as the "launch force site" action flag, I got them to launch from the attached actors. However, the third attachment fires a missile weapon. I did a similar process here, while of course modifying the attack actor suitably for a missile attack. I DID still use a custom site, and "launch force site", however, the missiles are still launching from the bunker, rather than the attached actor.

    I hypothesized that because of the difference between an instant attack and a missile attack, perhaps the events+ on the site needed to be different.

    On the instant attack, I had "Effect.(MyInstantWeaponDamage).Start - Create"

    So for the missile attack sites, I tried various modifcations, For example, UnitBirth.MyCustomUnit, Effect.MyLaunchEffect.Start, Effect.MyMissileDamageEffect.Start. None of these made adifference.

    Any ideas?

    Posted in: Data
  • 0

    posted a message on Is it possible to upgrade a missile mover?

    @Simbob: Go

    oh it is... just keep making new things and trying out more tutorials. Soon enough you will realize the full power of the data editor! *Insert Mad Scientist Laugh Here*

    Posted in: Data
  • 0

    posted a message on Aura question

    @Selfcreation: Go

    Well, If you made your aura like I'm guessing you made it (and the only way I know how to make it) By giving the unit with the aura a buff that applies a different buff, the only way that it works it all is by applying the buff every XX amount of time. Thats what the "period" field in the aura's buff controls. The only difference is that normally one would have the period set very low, like .01 sec, so that from our perspective it applies fast enough that we can't tell it isn't instantaneous. So all you would have to do is change the period. If you change the period to 2, the units aura will apply the buff to nearby units every 2 seconds.

    Posted in: Data
  • 0

    posted a message on Is it possible to upgrade a missile mover?

    Idk if you can change movers at all in game. If you can, it would effect every single unit in the game of that type, no exceptions. Blizzard has explicitly stated that it is not possible to change the mover for one particular unit.

    Posted in: Data
  • 0

    posted a message on Validator ( detect behavior )

    Look for the validator type "unit compare behavior count". In this validator you can specify what behavior to compare, and what unit. So you can validate whether the caster has the behavior, or whether the target has the behavior. For your purpose, you would probably just set it to equal to 1 or greater than 0.

    Posted in: Data
  • 0

    posted a message on [Actors, Attachments] How to make an actor invisible without affecting its attachments?

    @Nahotnoj: Go

    But now I have a new problem. So I had 3 actors attached to the turret. Two of them fire instant effect weapons. Using attack actors and sites, as well as the "launch force site" action flag, I got them to launch from the attached actors. However, the third attachment fires a missile weapon. I did a similar process here, while of course modifying the attack actor suitably for a missile attack. I DID still use a custom site, and "launch force site", however, the missiles are still launching from the bunker, rather than the attached actor.

    I hypothesized that because of the difference between an instant attack and a missile attack, perhaps the events+ on the site needed to be different.

    On the instant attack, I had "Effect.(MyInstantWeaponDamage).Start - Create"

    So for the missile attack sites, I tried various modifcations, For example, UnitBirth.MyCustomUnit, Effect.MyLaunchEffect.Start, Effect.MyMissileDamageEffect.Start. None of these made adifference.

    Posted in: Data
  • 0

    posted a message on Attack actors stop working when duplicated... WTF?

    I've noticed a recurring problem with my attack actors. I have multiple abilities that need attack visuals/sounds to come from multiple attachment points. Usually I want the same attack to occur through two different weapon launch attachment points on a symmetrical unit.

    Basically, I will usually get one of them working right. For example, lets say my custom unit has a scout model. (Not the model I'm actually using, its hypothetical) And I got the left missile firing correctly. Now of course, I want it to fire a missile from its right weapon too. So I duplicate the attack actor. I make sure all the values are set the same, except for the launch attachment, which I edit. Then I test it. Not only does the new attack actor not work, the one I copied it off of now doesn't work either! Let me be perfectly clear, all of the times I have experienced this problem I did NOT change the original actor in any way, I simply duplicated it.

    Now what I have been trying is making a new one from scratch and giving it the same values, except for the launch attachment query. In reality, the units I've had this problem with lately have been units that I'm using attached actors with, so rather than bothering with launch attachment query, I have been using custom sites using the attached turrets as the hosts. This problem has wasted about 2 hours of my time already - if it was only working right, I would have finished this weapon 90 minutes ago and made another weapon, and maybe 2 or 3 new abilities! This is honestly driving me up the wall with frustration.

    Does anyone know of a reason for this problem and a possible solution?

    EDIT: Apparently 2 attack actors can not be linked to the same effect. If more than one attack actor is linked to the same effect, none of them will work, period. I had to add another damage effect to solve the problem. Wish I had considered that 90 minutes ago.

    Posted in: Data
  • 0

    posted a message on Scale a projectile/missle

    How exactly did you scale it? Did you alter the unit's size in the unit tab, or did you alter the size in its actor?

    Posted in: Data
  • 0

    posted a message on [Actors, Attachments] How to make an actor invisible without affecting its attachments?

    @BorgDragon: Go

    Success!! That worked perfectly. Thanks man!

    Posted in: Data
  • 0

    posted a message on [Actors, Attachments] How to make an actor invisible without affecting its attachments?

    Hi guys,

    For my map I'm making a custom "sentry gun" unit. In order to make it look more unique, I'm using attached models to create a unique turret. I'm using multiple models, I have a bunker with an attached Auto-Turret that rotates, from ProzaicMuse's Intro to Attachments tutorial. I've got all my attachments working fine. However, since the auto-turret is only a dummy to attach other actors to, I don't want it to be visible. However, it seems that if I, for example set the opacity to 0, that effects all of the actors attached to it as well.

    Another thing I tried to do is modify the scale. Since the main problem is the bottom of the auto-turret sticking out beneath my attachments (my custom turret is supposed to rotate in midair above the bunker) I tried changing the Z-scale to .2, which successfully flattened it, as well as all of the attached actors, So then I tried rescaling the attached actors to compensate, but they did not seem to respond. They still looked squished.

    Does anyone know a possible solution to this problem?

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