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    posted a message on VoidCraft

    What model did you use for the missiles shot by the siege turrets that the left cruiser starts firing at 1:10?

    Posted in: Project Workplace
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    posted a message on [Codename: Underworld] Closed Beta Signups!

    How long are you going to test for? I'd be down, but I might not be able to participate until the middle/end of next week, due to it being finals week.

    Posted in: Project Workplace
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    posted a message on VoidCraft

    This map looks really fun. I'd love to play it, but I take it its not currently on US?

    Posted in: Project Workplace
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    posted a message on How to make an ability with a beam that moves?

    @Kueken531: Go

    Awesome, Thanks! I used your method and got it working great. So far I have the beam extension working, and I have also gotten it to retract back to the caster from the target as in the case of pulling the target. I have not yet figured out how to make it retract from the caster back towards the target after it has extended fully.

    Because I want my ability to be able to pull units up and down cliffs, I think I will use the missile as the unit being pulled by model swapping somehow rather than using force effects.

    This will be an extra long ranged ability. I've decided that for all normal units, it will pull the caster toward the target. However, it will also be usable as an item retrieval tool, so items will be pulled to the caster. I can't wait to go home and work on this after class today.

    Posted in: Data
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    posted a message on How to make an ability with a beam that moves?

    So because of this issue, and because I couldn't seem to change the height of the impact position (It wouldn't change if the cliff level changed, so the beam would go thru cliffs) I decided to use a different method to get the beam to move.

    When a weapon targets a unit, the beam will move just fine with the target when the target moves. So I made a weapon that I give to my caster when he casts, and then I have tried several different approaches:

    1. Launch a missile that is immediately given to hostile player so that the weapon will auto attack it. This almost worked, but when the weapon attacked the missile, it would just start at the caster point, and it would not move with the missile until its moment of death.

    2. Creating a dummy unit and giving it a move order. Almost the same situation. When I create hostile enemies (zerglings) with a seperate ability, the weapon will follow them follow them when they run away. But for some reason, with my dummy unit, it starts the beam at the unit's position, but when it moves, the beam gets stuck at the dummy's origin point! Even more bizarre is that the caster still turns his body to follow the dummy, even when the beam doesn't move.

    This is absolutely perplexing.

    Posted in: Data
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    posted a message on How to make an ability with a beam that moves?

    @Kueken531: Go

    Interesting... I tried out your test map. It worked as described. Then I tried copying your working actors (and effects) into my map. No visual. Then I tried copying those but setting them to "Copy from" their respective colossus actors, then copied all the values from your actors and pasting. Just like you experienced, it didn't work until I pasted all the necesarry values (from "model" down to the bottom" onto the stock colossus actors from liberty.SC2mod. This is really bizarre, and seems to me like a bug in the editor, or at the very least a disability.

    I'll have to play around with this some more and see what I can make with it.

    Posted in: Data
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    posted a message on How to make an ability with a beam that moves?

    Hi people. For my map I am making a hook-ish ability. This would function similar to pudge's hook from WC3, or the hookshot from the Zelda series. If you're not familiar with either of these abilities, imagine this: a spring-loaded chain launches out to the caster until it hits its target, after which it either hooks on to the target and retracts, dragging the target back to the caster, or hooks into the target and pulls the caster towards the target.

    So for my "chain", I want to use a continuous beam. The beam would basically move out from the caster like a tentacle. I have worked a lot on this idea, but I keep running into problems: the end point of the beam will not move. I tried using a "launch missile" effect, and adding a behavior to the caster that applies the "create persistent" to the missile, and for the beam, I have the effects and actors set identically (other than names) to the Sentry attack beam. But when the beam starts, its endpoint remains stationary, even when the missile keeps moving. I have messed around extensively with various target location fields, but I still have not gotten the proper result, and it seems like since the sentry attack beam moves with its target (as long as target is within follow range) that I shouldn't have to change anything for it to look right.

    If anyone has any experience making a moving beam, or has any ideas for how to solve this problem, it would be very much appreciated.

    Posted in: Data
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    posted a message on [Farmlings - Lings of Liberty] My new project
    Quote from yukaboy: Go

    I am very excited...I wanted to also ask if you would do some sort of "alpha" testing so that we can ALL try it? Maybe you can set up a tiny tutorial on how to do some of the basic things in one of the corners of the map...and make THAT the preview. Then later, once it's released, you can give ppl the option in a dialogue to choose if the want to join the hall of tutorial or if they want to start immediately. Interested? I certainly am!!! :D :D :D :D :D :D :D :D :D :D :D :D

    I agree, I would also be very much interested in being a tester.

    Posted in: Project Workplace
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    posted a message on [Farmlings - Lings of Liberty] My new project

    This looks really interesting. Is it just going to be one player versus enemies, or is there a potential for multiple farmers to compete, possibly sabotage each others' farms?

    Posted in: Project Workplace
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    posted a message on [Contest] Out of Bounds

    I don't really understand the "one obstacle per map" limit. Wouldn't a good bound have multiple obstacles?

    Posted in: Project Workplace
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    posted a message on [Library] Talent System

    How much work would it require to change the aesthetics of the talent window using this system? For example, change the window borders/background texture, give it a background image, change the dimensions... etc.?

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Release + Video] Power Level Overwhelming

    Played this yesterday, its really fun. Unfortunately no one joined before my patience ran out, so I played solo. I like the skill trees, and how easy the gameplay is to understand.

    Posted in: Project Workplace
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    posted a message on Presenting: The Fractalisk (1000x more epic than the Uberlisk)

    Wow... this is... ridiculous. That video made my day.

    Posted in: General Chat
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    posted a message on [Nexus Word Wars] - Official Thread

    I finally played NWW for the first time today. Gotta say, its really addicting! Really intense too, you really have to stay on your toes. Good job!

    Posted in: Project Workplace
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    posted a message on How to attach to multiple weapon attachment points?

    When giving your unit a weapon, did you make sure to set the "Turret" field? (in the unit's Combat - Weapons+ field)

    In my experience thats all thats necessary to get the weapon shooting from the right place.

    Posted in: Data
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