• 0

    posted a message on Phantom Mode

    Same thing here, quite addictive :). It does sound pretty boring at first, until you realize the game isent at all about building the right kind of units, macro or micro. It is all about mindgames.

    Posted in: Map Review
  • 0

    posted a message on From page 1 to 0 games per hour - bugged?

    I can tolerate nexus wars, but when there are 3-4 maps on the first 2 pages named things like NEXUS WARS EU PRO v.0.2 then its just annoying...

    Thats how it looks atm in EU anyway 50% of the maps are low quality v0.x maps

    Posted in: General Chat
  • 0

    posted a message on Offset Impact Height

    Thats what i did, it does not work. Even though it works with the same offset actor in launch site op.

    Posted in: Data
  • 0

    posted a message on Offset Impact Height

    This one is driving me mad. Im using a certain model for a launch missile effect, but the model is too high. So i lowered it at launch point with a local offset actor. But however i try i cant seem to lower (or offset in any way) the impact point.

    So how do you offset the height of an impact point?

    Posted in: Data
  • 0

    posted a message on Who would you be?

    I'd be a creep tumor.

    Hobbies include spreading creep and.. well thats it.

    Posted in: Off-Topic
  • 0

    posted a message on [Solved]Disable Push?

    Thanks, that worked.

    Posted in: Data
  • 0

    posted a message on [Solved]Disable Push?
    • Bump
    Posted in: Data
  • 0

    posted a message on [Solved]Disable Push?

    Is there a way to disable pushing among units? So that with 2 types of units no one can move through or push away the other (even in the same team).

    Posted in: Data
  • 0

    posted a message on [Solved]Multi Phase Missile

    It works :). I set a timeout value for the first missiles mover and then just moved launch effect 2 to "final effect" instead of impact. Thanks for the help guys.

    Posted in: Data
  • 0

    posted a message on [Solved]Multi Phase Missile

    Ok, its moving forward :). The ability now fires the first missile, and on impact fires the other. The problem now is that offsetting the impact location with a persistent effect like i did before wont work, since that will be the target point for both launches. So now im looking in to ways to make the first missile impact after X amount of time/or distance.

    It seems this might be possible with a modified mover (timeout?), but would that trigger the impact effect?

    Posted in: Data
  • 0

    posted a message on [Solved]Multi Phase Missile

    Yea, i tried that. But i could not get it to work. Im not sure how i would have to set up the launch location and target of the second effect.

    Posted in: Data
  • 0

    posted a message on [Solved]Multi Phase Missile

    Iv'e been messing around with offsets and have been able to offset the first launch impact site to distance X from the target point. Now the hard part seems to be to trigger the second launch effect from that point (and to the target) or offset its launch site to make it look like it starts at the same point.

    I have also been thinking about using triggers to help by creating a invisible mid-way unit and cast 2 seperate abilites (one from caster to dummy, and one from dummy to target) but i really rather not use that approach. If it is possible with data editor alone, i think that would be the better solution.

    Posted in: Data
  • 0

    posted a message on Login authentication?

    I got the same problem, there is a thread about it on the sc2 forums. Seems a lot of players got it around the same time. The solution was to modify your antivirus to exclude *.auth files from scanning. Check those forums for a better explaination.

    Posted in: General Chat
  • 0

    posted a message on [Solved]Multi Phase Missile

    Hi all,

    Im trying to create a multi-phase missile attack. What iv'e been trying to do is missile attack that is triggered through a ability targeting a unit, the first launch effect should then fire a missile to a point somewhere between the caster and target. Upon impact at the point another launch effect should launch another missile from that point to the target. And then trigger the damage effect.

    So basically a missile that changes form mid-air. Im having a hard time getting this to work however, also im not sure that the "impact offset" field in the launch effect does what i think it does.

    Anyone got any hints or ideas on how to do this?

    Posted in: Data
  • 0

    posted a message on Hacker on NWW

    It sucks that people can just open your locked map like that...

    Im sure someone has thought about this already, but can the hacker open your data editor as well as the script?

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