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    posted a message on Ability - Upon death explosion

    Hello guys

    So far, I've made a basic ability copied on the explosive barrel behavior, thus making my flagship unit explode on death. All is well for now...

    But, I'm rather unsatisfied with such a simple mechanic and by the lack of visual. I want to make an ability that make the unit invulnerable at 5% hp, wait 5 sec (and play some visual on the dying unit) and then violently explode.

    I'm kinda uncertain on how to achieve this. I would start by the same behavior, but adding it a "less then 5% hp" validator. Then the behavior would give a periodic behavior that would make the unit invulnerable 10 sec, then apply a damage effect with visual.

    I think I can work out most of the effect ad behavior part, but IDK how to efficiently add nice visual. I would like to mimic a huge explosion (not using the soooo common nuke FX) that goes in every direction like a wave. I tough about making some small fire wall missile behing lunched in all direction around caster unit, but I have no idea how to achieve that. Of course it require missile lunch effect, but I'm unsure if I'm taking the efficient path...

    And btw, anybody know a nice shockwave screen deformation FX? (like the psy emitter screen deformation)

    Posted in: Data
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    posted a message on Validator - Damage Type

    @DrSuperEvil: Go

    I quickly took a look at it and it wasn't really convincing

    Posted in: Data
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    posted a message on Validator - Damage Type

    @Claymuffin: Go

    Bump

    Posted in: Data
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    posted a message on Validator - Damage Type

    @DrSuperEvil: Go

    Second option is not working, as it is not what I'm searching for. In my map, all weapon have a chance of applying behavior on target (such as negative life regen), but I only want these behavior to have a chance to apply when they hit HP, not shield.

    Posted in: Data
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    posted a message on Validator - Damage Type

    Hello guys,

    I want my ability to apply behavior only when unit HP are damage and not shield. Unfortunately, since I have some shield piercing weapon, I can use an HAS NO SHIELD validator...

    Anybody know which type of validator I need?

    Posted in: Data
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    posted a message on Ability - Target Flag Problem and Auto Cast

    @Rhadamant5186: Go

    I already know about the auto-cast flag section, I will check on the effect to, because my ability is targeting my own units but not enemies... No freaking Idea why.

    As for my second problem, I think I will work it out that way, making a button that enable or disable a specific weapon on the unit. Without backswing, both weapons will be able to fire simultaneously.

    Posted in: Data
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    posted a message on Ability - Target Flag Problem and Auto Cast

    Hello guys,

    To make it short, I have an auto cast ability really similar to seeker missile. Strangely, the auto cast target my own units, aside from the caster.

    Also, the ability does not fire when another order is given. I want the ability to shoot while moving or attacking at target with weapons. How do I do that?

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    @Spudtop: Go

    I yelled victory to fast.... Since I put that validator, it's not working anymore at all XD. Thats why it wasn't shooting when I went out of arc when I was testing it...

    How dumb I feed :D

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    @Spudtop: Go

    It was "Model Scale" and for the last one I checked validator but could not find thta. I'll give it another shot when I have more time.

    Edit : I did it with a location arc validator type! It still require some tweaks, but I'll post the map again after. I gotta make a set of validators cause I also need the caster not dead validator on the persistent...

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    Since I don't use turret graphical effects, the only advantage I get from using them is being able to set weapon to attack only in a certain angle.

    I did a Flagship that use 3 set of weapon, the second one is 6 guns (3 on each side) that protect and target different zone around the unit. This can make your unit target many different enemy at the same time. It give a good "Warship" feeling.

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    @Spudtop: Go

    Everything worked fine, ty. I think I will leave the sound like this for now, I'll see what I can do about it later. Two questions remain :

    1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, but the second is not (there are no particles). It work fine on the original purifier, but the animation is broken on my unit, why?

    2) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. I already tried the ability arc and arc slop, it does not work (uninterruptible flag removed). If the ability is in charge (prepare state) and the target unit get of the arc slop limit ( zero ), the ability still fire like if the arc slop restriction was non eixstent.

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    @Claymuffin: Go

    Update!! Some problems are fixed and new were created :D

    1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, but the second is not (there are no particles). It work fine on the original purifier, but the animation is broken on my unit, why?

    2) The attack sound is the planet cracker sound playing when the ability fire (it's actually a big laZer). The sound is actually to long, but the start and ending are quite nice. Is there any way to make shorter the middle of the sound. Is there any way to make shorter only the end?

    3) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. I already tried the ability arc and arc slop, it does not work (uninterruptible flag removed). If the ability is in charge (prepare state) and the target unit get of the arc slop limit ( zero ), the ability still fire like if the arc slop restriction was non eixstent.

    4) This ability fire a beam with a damage effect that attack 15 time with an attack period of 0.375. It's linked to a behavior that remove 50% movement to target for 5 sec. I want the movement behavior to apply at each period of 0.375 but I can't do it. I modified the stack count to 15 (stack max and stack max per caster), but it does not apply the behavior each time the target receive damage.

    I think I'm doing it wrong, the behavior might apply only once when it's casted.

    Posted in: Data
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    posted a message on [Help] Copying a siege tank!

    @gosperglider: Go

    Post your map online, we can take a look

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    Hello guys,

    I made a working ability for my flagship called the Sun Drifter, but I have some actor and graphical problem that I can't seem to be able to fix.

    1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, there are no particles. It work fine on the original purifier, but the animation is broken on my unit, why?

    2) The attack sound is the planet cracker sound playing when the ability fire (it's actually a big laZer). The sound is actually to long, but the start and ending are quite nice. Is there any way to make shorter the middle of the sound. Is there any way to make shorter only the end?

    3) The Beam actor I'm using for the ability is the mothership attack. There is no launch, beam and impact art. Why? I'm a bit clueless with beams...

    4) Is there any way to fix casting yaw just like a turret? I want my skill to only fire in straight line. It already does it properly, but I would not be able to fix it if it broke since I don't know how it work.

    Here is the map if you wanna check it out. Look for the custom Sun Drifter Unit or the Graviton beam Ability.

    Posted in: Data
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    posted a message on [Help] Copying a siege tank!

    @gosperglider: Go

    I presume that this mean you set the same actor for sieged and unsieged tank. Go to the siege tank seige mode unit, duplicate actor and then rename actor. After that link the newly created actor with your siege tank.

    Hope that will solve it.

    Posted in: Data
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