• 0

    posted a message on How to set a unit on fire?

    The bullets on my custom unit only hit one target at a time, but allow you to change targets and leave the previous ones to burn to their deaths. So I need the behavior for the burn damage (which lasts for 3 seconds) to be able to call upon and attach the fire's art model for the duration of the burn behavior.

    Thanks for the reply though, I'm not too knowledgeable on all the different abilities already in the game. But knowing there is already one with a burn effect should help me to pull it apart. :)

    EDIT: Ok, I got the model to play. I was missing the Actor Creation > Playanim term. Thanks again. :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on How to set a unit on fire?

    I have an ability for incendiary rounds, which will make the units bullets temporarily set units they hit on fire. I have almost everything working but can't seem to visually set the units I hit on fire.

    I tried setting it up as described in This Post using the model 'Terrain Building Fire Large' and tried attaching it to different points, but I still can't seem to get the model to show up on the target.

    Any help would be greatly appreciated. Thanks.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making a custom ability and dont know how?

    Hi guys, Can you please help me or point me in the right direction with this? Should be an easy one.

    I'm trying to make a unit who has an ability that you can activate, this turns on a passive buff for a limited duration which cases their attacks to slow the unit they it hits and within a small AoE radius around the target, but without hurting the ones that are only hit by the splash.

    EDIT: Nevermind! I've designed the ability using a change weapon ability and linked 3 effects in the 'weapons - effect' set (damage, search area and a behavior that slows).

    Posted in: Miscellaneous Development
  • 0

    posted a message on Duplicated data linking to original models

    Yep that's right DeepStrike.

    That worked perfectly :) Thanks.

    Posted in: Data
  • 0

    posted a message on Duplicated data linking to original models

    @silvermage: Go

    Basically, I have duplicated the toss grenade actors from Raynor and applied them to my custom unit based on a Warpig. Now when I go back to the data editor and look at the Raynor unit again, a lot of the actors have both the original 'Toss Grenade' and 'Toss Grenade (copy)' right below them, both under Raynor's actor list. It does that for every actor I have duplicated.

    So rather than just having 'Toss Grenade (copy)' appear on my custom warpig, it also appears on the default Raynor too.

    I probably should have said original unit in the title instead of model.

    Posted in: Data
  • 0

    posted a message on Duplicated data linking to original models

    Is it normal that every time I duplicate an actor/effect for one of my custom units that the duplicated item also appears linked to the original unit that I copied it from?

    I've been trying to get a grenade throw going on my custom unit and each of my copied actors/effects are spamming up the original unit's data list. Is there any way to unlink them from the original unit without deleting the duplicate actor/effect entirely?

    Posted in: Data
  • 0

    posted a message on Pathing problems

    Well, movement you can restrict by painting the zone with a 'no pathing' brush.

    Go to 'Layers' up the top of the editor then choose 'pathing'.

    Now on the right hand side panel you will see three sets of options that control: Brush, Operation and Type.

    Leave them all as they are if you want to remove movement from this zone for all units except flying. Just click and drag your paintbrush on the map for the areas you want to restrict.

    If you want to make an area inaccessible to flying units also, you will need to change the Brush type to 'No Flying Zone' which is the rightmost option.

    As for line of fire and stopping the ability to shoot through these locations, I can't help you here sorry as I have not had to play with these features as yet.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Can you hide creep on the minimap?

    Bump.

    Still stuck with this.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Can you hide creep on the minimap?

    Just had a look in there, sadly can't seem to find anything there to hide it from the minimap either.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Can you hide creep on the minimap?

    bump.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Can you hide creep on the minimap?

    @Kafoso: Go

    Thanks. But where do you find these settings for creep? I can find this option on units/doodads ect. but I don't know where the actual creep is located in the data editor.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Can you hide creep on the minimap?

    I've used creep to decorate portions of my map but now found the minimap is covered in purple splotches. Can you stop creep from displaying on the minimap?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Animation/Model] Capture flag that looks like a power generator?

    First, Is there any way to either change the color of the blue beam like animation above a Xel Naga Reactor without changing the base color? or at least a way to remove the beam entirely but leave the base of the reactor there? I like this model but the beam being always on sort of ruins it's use.

    If not, what would be a good model to use for a capture flag type point which looks like a power generator starting/stopping and emitting energy into the air?

    Posted in: Miscellaneous Development
  • 0

    posted a message on rolling bunker - units only shoot when the bunker stops

    Would making a trigger to remove/disable the attack - redirect ability when the unit is moving fix that? Adding the ability back to the unit when it stops ofc.

    EDIT: Whoops, got ur issue backwards. :P

    Posted in: Miscellaneous Development
  • 0

    posted a message on Reveal Area (any reveals) reveals entire map problem

    I had this happen once, not sure if it would be the same solution for you though but worth a shot. What I found is that when the revealed region is attached to a unit and that unit is removed/replaced through banks or such, I had to re-apply the region to lock onto the unit again after the unit restores and then update the revealer once more. if I didn't do this, somehow the entire map was being revealed instead.

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