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    posted a message on Me again :P - Unit in region condition

    I need to have a condition to see so that if there is a unit in the region it returns false

    To give a context my trigger's event is that when a space ship enters the region, I want the repair bot to play his work start animation and then play his work animation in a loop. But, multiple ship can be repaired at the same time, so if here is a unit in the region already, I don't want the trigger to activate since I don't want the work start animation to play.

    I've checked a lot of things and still can't find the condition I'm looking for although I'd easily guess it's a comparison

    Posted in: Miscellaneous Development
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    posted a message on Special Strucutre issues

    That's what I was thinking of doing actualy :P
    But I never used site ops yet so I wanted to know if there was an alternative thanks anyways :)

    Note: I bumped very often because it's realy a key part of my map and I REALY needed it to work :( :P

    Posted in: Miscellaneous Development
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    posted a message on Special Strucutre issues

    Please! This is nearly the last thing i have to setup before my map is complete! Its realy a key element! [Final bump]

    I might havé got an idea through site operations but it Will be very hard and long and id like to know if theres an easier alternative... :(

    Posted in: Miscellaneous Development
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    posted a message on Special Strucutre issues

    Dosen't anyone have an idea of how to help me?
    [SUPER BUMP]

    Posted in: Miscellaneous Development
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    posted a message on Special Strucutre issues

    Still in need of help
    [bump]

    Posted in: Miscellaneous Development
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    posted a message on Special Strucutre issues

    Okay so I 'm doing a very special structure that has lots of problems mostly due to the model itself, and I've been trying to fix my problems for hours, I searched the forum (and other forums) but I couldn't realy find what I was looking for.

    The main problem is that I'm making a hangar and I'm using SpacePlatformCliffDoodad_05 as model (cliff hangar)
    Problem is, the origin point of the model is VERY far away from the actual model itself, to allow easy placement of it as doodad, but I'm making a unit of it so it causes lots of problems, which I'l list as follows:

    -Selection Circle: Out of place, around the origin point - Note that this was easily dealt with using selection offset, no need of help here
    -Health bar: It appears ontop of the origin point
    -Missile Impact: Units fire on the origin point rather than on the unit
    -Target Acquirng: Units acquire te hangar as target as if it was placed on the origin point

    Also, anoher problem not realy linked with the model is that due to the fact I lowered its base height so that it pops out of a cliff instead of having half of it appearing over the cliff (if you understand what I'm saying) is that due to it being under the cliff it is un selectable.

    FINALY, if you know how to, allowing me to offst the model would REALY HELP as it would fix all of my problems!!!

    Thak you in advance for a response

    Posted in: Miscellaneous Development
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    posted a message on Mothership weapon malfunction

    Ok I just tested a few little things, and, unfortunately, my turrets are set-up fine :(
    That is thus not the problem to my beam not showing up.
    Even though I'm sure all my links are set-up correctly and I checked and re-checked them 3 times, I'll check again.

    I'll also check out the link Xackery posted to see if I didnt miss anything

    Posted in: Miscellaneous Development
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    posted a message on Mothership weapon malfunction

    Problem still not solved -_-

    *BUMP*

    Posted in: Miscellaneous Development
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    posted a message on Mothership weapon malfunction

    The thing is I'm making a custom spaceship-ish unit. BTW the regular mothership weapon is the purifier beam, it's just called like that ^^
    and I've nothing to do with the Purifier MOTHERSHIP that isn't included in the editor btw just in the campaign (invulnerability shield and planet cracker models are included in the database though)

    Posted in: Miscellaneous Development
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    posted a message on Mothership weapon malfunction

    Ok so I've worked out a weapon based on the mothership's purifier beam by duplicating it and all actors/effects related and I linked everything up together without really changing much...

    It works fine, but the only problem is that the beam doesnt show up in-game when the weapon fires.

    I know it sounds awkward, but could someone make a round-up of everything I must change just to make sure I didn't forget anything?
    It would allow me to fix this problem and also to fix this problem in the future.

    Could anyone spare me a small portion of their time? Please? :)
    I would be very happy and I would really like to finish my unit before proceding in the creation of my map :P

    Posted in: Miscellaneous Development
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    posted a message on Mothership Movement Removal

    Thanks! Much appreciated!

    Posted in: Miscellaneous Development
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    posted a message on Mothership Movement Removal

    The thing is I'm working on a Protoss Battlecruiser-ish unit in my map and I used the mother ship as a base for it.
    I've set up everything correctly but there's a single little problem I just can't figure out how to take care of:

    When my unit moves, its facing direction always remains the same, which means that it always faces its starting angle no matter what direction it's moving in.
    I've searched and searched to how to fix this, but I just can't seem to find how to fix that even though I feel it's right in front of my nose?

    Help plz? ^^

    Posted in: Miscellaneous Development
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