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    posted a message on Looking for a model currently in use in another game

    @IskatuMesk: Go

    Possibly, although I can't find that specific asset in any of the SC2 data. Does it go by a different name?

    Posted in: Art Assets
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    posted a message on Looking for a model currently in use in another game

    Hi Everyone,

    I was playing Forest Extreme Survival, and I saw that the machine-gun shots launched by the 'gunner' unit and turret look exactly what I want in my current dev. (They're better than the default auto-turret/marine style attack, it actually looks like the bullets are launched at high velocity though the air - almost looks like straight lines). However, I can't find that model asset in the editor anywhere! I've tried to get a hold of the game developer, with no luck - does anyone happen to know if the asset comes with SC2 (I imagine it does), and if so, where I can find it!

    Would much appreciate it :) Thanks

    Posted in: Art Assets
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    posted a message on Site Operation Offset Scale with Actor

    @KrayzBlu: Go

    Basically, I'm looking to pass the Scale info from the target unit to the Sop offset actor via the beam actor. Is this even possible?

    Posted in: Data
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    posted a message on Site Operation Offset Scale with Actor

    @DrSuperEvil: Go

    Thought about that, can't do it effectively since this would need to be done for mass units and I'd have to store the marine info in triggers. As I indicated, there are no attachment points of any use. Any other suggestions? The units aren't set up collision-wise at all. Pretty sure I have to use a Sop offset

    Posted in: Data
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    posted a message on Site Operation Offset Scale with Actor

    Hello,

    I'm looking to create a beam between two objects; I've gotten the beam part done but now I want the height of the impact point to scale with the size of the actor it is impacting. I've created a Sop Offset actor with a certain Z offset, but I can't seem to get it to scale with the size of the impact actor. I'm not sure if the scale should be applied on the beams itself, or the offset Sop actor.

    Also, the impact actor has no attachment points, adding to the difficulty.

    Any Suggestions? Thanks

    Posted in: Data
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    posted a message on Unit has Atribute - Causes UI Shift

    Hello,

    I have noticed that in my map, giving a unit an attribute ("Shields") causes the UI in the center-bottom panel to shift around. I remember modifying this a long time ago, but unfortunately time has got the better of me, and after spending more than a few hours trying to figure out how to remove this UI shift, I have failed. Can anyone let me know what I need to do to prevent the shield/armor icon from disapearing and the text being shoved over to the left when I give the unit an attribute?

    See attatched screenshots

    Also, would anyone happen to know what the name of the white icon is in the "With" screenshot? Knowing this might be able to track down the problem.

    Thanks

    Posted in: Data
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    posted a message on Validator Clarification

    @DrSuperEvil: Go

    Yeah, that's what I ended up doing :[

    Thanks

    Posted in: Data
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    posted a message on Validator Clarification

    @DrSuperEvil: Go

    Yes, I've tried basically all possible combinations, with no success :( In my understanding, delta is the difference between current value and maximum, not the difference between two current values (as I hoped it would be).

    Posted in: Data
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    posted a message on Validator Clarification

    Hi,

    So I'm trying to use the "unit compare vital" validator for an effect-target ability to check if the target's current energy is at least 75 larger than the caster's. I'm not sure if I'm setting this up correctly, though. I set:

    Unit: Target

    Other Unit: Caster

    Compare: Greater Than

    Type: Current

    Value: 75

    Vital: Energy

    But nothing happens. Am I making a bad assumption here? If I set Other Unit to unknown, then the ability will find a target and cast as long as the caster has energy, but I'm not sure if this sort of "compare vital" validator is actually meant to compare 2 units, instead of just one unit's amount. Any hints?

    Thanks

    Posted in: Data
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    posted a message on Large Auto-Cast Range Not Working?

    @DeProgrammer: Go

    I've found the problem!

    (Drum Roll Please).... Buildings!!!!

    If you place buildings between your ghost and it's snipe target, it the auto-cast will not work! I've updated your map with a wall of supply depots owned by you, and turned auto-cast on by default. Nothing happens, until you lower the supply depots, and then the ghost goes to chase down his target (I changed the ability range[0] to 10 be to more compliant with mine). If you re-raise the supply depots quickly, the ghost will go back to his original target. This even works if you don't require target vision.

    Does anyone have an explanation for how to get around this?

    Posted in: Data
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    posted a message on Large Auto-Cast Range Not Working?

    @DeProgrammer: Go

    No, I didn't! I didn't want the range to be 500 when done manually, but I guess I'll have to suck it up if that's what's needed. This brings up something else I wanted to ask about - why is the range parameter an array? And what is Range Extra?

    Thanks!

    Posted in: Data
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    posted a message on Large Auto-Cast Range Not Working?

    Hey All,

    So I thought this would be pretty obvious, but I have an auto-cast ability which auto-casts nicely when the caster is close to the unit it wants to target. However, I then set Auto-cast Range to 500, and move the unit to about 25 distance away.... and nothing happens. If the caster goes back within about 20 distance of the unit, then the ability wants to work again.

    I played around with some settings, and found out that if I changed the "Auto-Cast Acquire Level" from "Defensive" to "Offensive", the ability would auto-cast within about a range of 90, but the caster would also wander around alot while trying to get close to the ability target point. Setting the value to "Passive" completely disables the auto-cast.

    So I have 2 questions: How do I get the ability to auto-cast within any range I desire (ie 500), and What exactly does the "Auto-Cast Acquire Level" setting do??

    Thanks

    Posted in: Data
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    posted a message on Ability Data Setting Will Not Return "Triggering Ability Target Unit"

    @KrayzBlu: Go

    Okay, I solved it after alot of being frustrated :)

    It was the effect. I'm not sure why, but if the effect isn't the correct type, the targeting will not work properly. I ended up setting it to a new "Modify Unit" type effect, and then ensured that nothing was modified ;)

    Hopefully this will save someone a couple hour's time

    Posted in: Data
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    posted a message on Ability Data Setting Will Not Return "Triggering Ability Target Unit"

    Hey All,

    So I have an ability of type "Effect - Target", and when I use the ability on a unit, a trigger picks up using the variable "Triggering Ability Target Unit". However, depending on some of the data settings, this variable won't always return a unit.

    Unfortunately, I can't tell you which settings, because I just randomly played around with stuff until it worked ;) Even more unfortunately, I need the ability to auto-cast as well as be used manually, and when I activated the auto-cast, the manual use stopped returning the Triggering Ability Target Unit variable again.

    So right now, the auto-cast works fine with my trigger, while the manual use does not. Does anyone know what specific data settings I need in order for these both to have my trigger return the "Triggering Ability Target Unit" variable correctly?

    Thanks

    Posted in: Data
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    posted a message on Interceptor can't autocast abilites

    @yopeasants: Go

    In my understanding, checking the "Transient" flag in the ability allows the ability to be cast while moving, which the interceptor is always doing.

    Posted in: Data
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