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    posted a message on Problem With Collision Missile (Beam)
    After careful analysis, it appears that for some reason, my persistent does not expire. When I put my Shoot (Set) which contains the damage dummy as well as the remove behavior, as Effect - Effect - Expire, it doesn't work. It only works when I put it in the Effect - Effect - Final field. Even then, the "miss actor" still isn't working, so if there is no valid target in the line, nothing happens. Period durations is set at .08 and so effect - expire delay is set at .081, just like the tutorial recommended. So why would my effect not be expiring?
    Posted in: Data
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    posted a message on Problem With Collision Missile (Beam)
    @BumpInTheNight: Got the first problem solved (see my update) and as for the second problem, I'm pretty sure thats just because I didn't read the part about "miss actors" clearly enough, so when I have more time later today I'm going to redo that part, and hopefully it will all work out.
    Posted in: Data
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    posted a message on Problem With Collision Missile (Beam)
    Hi everyone. I want to put an ability in my map that fires a beam in the form of a collision missile, in other words, the beam continues in a direction until it detects the unit, then damages the unit and stops. I have been using wingednosering's tutorial here, and as far as I can tell I did everything it said exactly (with the exception of using my own choice of model and names). After making all the effects, I made an ability, and set its effect to the create persistent at start of the effect chain. The problem is, this ability only works once... period. Every single time I cast it after the first time that it works, it does NOTHING. No damage, no visual, no sound. I am absolutely flabbergasted and have no idea why this is happening. In fact, I even created another effect chain (with different names) following the tutorial again, this time with even more attention to detail, and the second ability won't even work once! If anyone has any idea whats going on here or can give me a nudge in the right direction somehow, that would be fantastic. Update: After unflagging "hidden" on the contact behavior, I discovered that the behavior was not being removed properly. After a lot of trial and error messing with various maximum counts and other such fields on my remove behavior, periodic and set effects, I finally got it to work every time that a target is in the line. However, the beam still does not show up when there is no target available.
    Posted in: Data
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    posted a message on [Solved][Effects] Creating a Missile ability with a search area on impact
    Thanks for the help guys, I got it working perfectly. I tried what you said Borg Dragon, only with just one dmg effect, and it applied the stun correctly but stopped launching the missile. Turns out you had the effect chain right with the set and the damage (had to have the damage and search part of the set, rather than the set part of the search) But instead of setting the ability - effect to the set, I set the impact effect field on the launch missile effect to the set, and made the launch missile the effect called by the ability.
    Posted in: Data
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    posted a message on Kirov style dropship + Limiting amount of a specific unit
    With the bomb thing, you mean it would drop from an air unit and explode once it hits the ground? Or just a bomb that is created at the location of the caster, stays in place, and explodes after a short period of time? If you mean the latter, than it can easily be done by making an effect - instant type ability that creates a custom unit, give the units actor whatever model you want the bomb to be, then give the bomb unit an ability that is autocast and autocast on (flags I believe) that does aoe dmg includes "self" as a target. This is a good way to make a bomb similar to morph ball bombs in the metroid games.
    Posted in: Data
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    posted a message on [Solved][Effects] Creating a Missile ability with a search area on impact
    @BorgDragon: Where does the missile come into this? Currently my ability calls my launch missile effect, it seems to me that if I do what your saying it will no longer be a missile ability, just an AoE. And also, why two different damage effects? Isn't that unnecessarily redundant? @WildPickles: I checked, and the search's max count is already -1.
    Posted in: Data
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    posted a message on [Solved][Effects] Creating a Missile ability with a search area on impact
    @WildPickles: Thanks! Now my damage works, and so does the stun... but there is still a problem. For some reason my search area effect doesn't seem to be working properly, because the buff and damage are still only applied to the target. I made sure the radius is big enough, and even made it a lot bigger just to make sure, and it still doesn't work. Any ideas?
    Posted in: Data
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    posted a message on [Solved][Effects] Creating a Missile ability with a search area on impact
    In my map, I am making an ability that shoots an ice missile at a target, then damages all the units in an area and freezes (stuns) them. I made it just like a basic missile, but in the Attack actor, instead of putting the damage effect as the impact effect, I hooked both the damage effect and the apply behavior effect to a set, then hooked the set to a search area, and put the search area as the impact effect. Now when my unit casts the ability, it shoots the missile just fine, but on impact it doesn't do anything... no damage, no apply buff, nothing. What am I doing wrong?
    Posted in: Data
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    posted a message on Make Turret Face Target When Using an Ability
    Well, I think there must be something different to be done when turrets are involved, because the arc already is 0. I know that for weapons, there is a field that lets you select a turret for it to be shot from, but I can find no such field for abilities. Here are two examples - the first is a picture of my immortal using a fire beam ability using the hellion flamethrower model. In this case, the turret does not line up. The second is a picture of the immortal using a beam weapon which uses the colossus beam model. In this case, the turret does line up correctly. Could it be that I have to do something in events+?
    Posted in: Data
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    posted a message on Make Turret Face Target When Using an Ability
    Hi everyone... I'm making this map where each player controls a custom immortal with various abilities. Each of these abilities and weapons shoots either a certain beam or missile from the immortal turret. I successfully made weapons, and they work no problem. But with the abilities, the immortal's turret is not turning to face the target when the immortal casts. So if the turret is facing away from the target when the ability is cast, it looks really bad. I'm certain there is a way to fix this, but I don't really no where to start. Can anyone help me with this?
    Posted in: Data
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    posted a message on How to make a unit's turret rotate when it casts?
    I'm making a map with custom immortals, and I added an ability that lets the unit shoot a beam at a unit which then freezes the target in place. It all works right so far except for when the immortal casts, its turret doesn't move to face the target like it does when it attacks. How do I fix this?
    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request
    I'd really like a tutorial about making a missile ability that charges up, sort of like yamato cannon, that has specific effects on the target, stunning it for example.
    Posted in: Tutorials
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    posted a message on Strange Shadow/Selection Bug When Using Morph
    I just finished making a morph ability that works like that of the viking, except its just between two ground units. Basically I have a morph that turns an immortal into a sentry, and another that turns the sentry back into the immortal. It works mostly fine, except the first time the morph happens, the unit's shadow stays in place, even when I start moving it the shadow just stays there, disembodied. The selection circle also remains stuck around the shadow for that unit. The shadow will then stay there for good, if I morph the unit back and forth. Basically what I have done is made the ability, connected the units, and then in events+ for both actors added AbilMorph.Morph1.Finish Morph to Sentry Create (Or destroy depending on which unit) Any ideas?
    Posted in: Miscellaneous Development
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    posted a message on [Data] Observer to Follow
    @cavemaneca: Do you think you could modify the ability or behavior or whatever it is that controls the carrier-interceptor relationship? I'm not quite sure what you mean when you say that these observes would follow the ship but not turn with it. If they did that, wouldn't they just go off on their own when the ship turned?
    Posted in: Data
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