CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Custom Launch Site

    OK, found quick fix. Created a site operator which will cause missiles to launch from random points in a circle and have attached that to center launch point. Would still like to know answer for future mapping :)

    Posted in: Data
  • 0

    posted a message on Custom Launch Site

    I would like to launch missiles from a model at the locations of my choosing. Basically want a random launch effect like the battlecruiser but using my own launch sites. This screams site operators but i haven't figured out how to make new sites and give them offsets. Help Please :)

    PS Happy Easter

    Posted in: Data
  • 0

    posted a message on Model Disappearing

    Thank you. Makes sense but makes me sad >.< new idea i guess

    Posted in: Data
  • 0

    posted a message on Model Disappearing

    Was hoping someone could help me. Basically I'm trying to use a doodad model as a unit model, but when I hide terrain cells, the unit model over those hidden cells disappears @.@ tried changing occlusion but that isn't it. Model is terran tarmac. Thanks

    Posted in: Data
  • 0

    posted a message on Attaching a unit to another unit

    That's an interesting idea although i don't think that will work for structures (which is what I'm really after). Thanks anyway for reply.

    Posted in: Data
  • 0

    posted a message on Attaching a unit to another unit

    I'v seen it done with triggers, however I don't like the jerkiness of it. Also have no problem with attaching extra models to actors but then you can't select them as individual units. Basically I require the attached unit to move with the base unit and still be selectable.

    May be willing to kill if someone can provide a solution.

    Posted in: Data
  • 0

    posted a message on What makes an epic space game for you?

    The map Eiviyn described sounds like war3 battleships - in space. Thanks to this damn thread i find myself passively thinking of space maps >.< Unfortunately i think watever i come up with will just be some sort of complicated Star Battles :/

    Posted in: Project Workplace
  • 0

    posted a message on What makes an epic space game for you?

    I personally like scale. Start small, and become HUGE. Customization is also great. I must say, that VoidCraft video makes me want to scrap my project and start a space game like it :D looked epic

    Posted in: Project Workplace
  • 0

    posted a message on How to activate Behaviors

    I prefer just giving the unit its behaviour in the very beginning, and simply adding the validator to the behaviours 'disable validator' block. But thats just me

    Posted in: Data
  • 0

    posted a message on Random variation for impact locations

    I understand that this post is super ancient but thank you anyway, its not often that i find a solution so cleanly cut

    Posted in: Miscellaneous Development
  • 0

    posted a message on Abilty Help

    Bump

    Posted in: Data
  • 0

    posted a message on Abilty Help

    BASICALLY, Iv just used the void rays beam effect [initial persisent] in a [effect - target] but im having trouble with it finishing. So ill cast the spell on a unit, the expected beam attack will happen, but when the unit dies the beam just keeps hitting where the unit was. I also have actors that add to the unit at each "beam grow", but im unable to remove them without an [ability finish end] point :/ that make sense?

    Posted in: Data
  • 0

    posted a message on Neural Parasite

    Indeed. Been trying them all and combinations of them. The closest i got was him listening to move commands but the neutral parasite tentacle breaking immediately

    Posted in: Data
  • 0

    posted a message on Neural Parasite

    Would really appreciate help with this.

    Basically I want to change the neural parasite ability so that the caster can move even while the spell is active, and the target of the spell (the converted unit) is still treated as an enemy (i.e. the caster is controlling all of his movements, but the casters allies will automatically attack the helpless victum)

    Iv been messing around with the spell and i cant even get what i thought would be the simpliest part to work (the moving while controlling)

    Posted in: Data
  • 0

    posted a message on Infestor Creep , add DOT?

    I think that green goop is simply an animation. If it was me, i would give him a buff that generated creep everywhere he walked (You would have to make it permanent creep, or atleast have a really slow degrade rate) Then i would give all the 'following' characters a buff that dealt periodic damage depending whether they were on the creep or off it (Using validators)

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