So i recently opened up my map that I was working on a couple years back.
It seems I have somehow made all enemy,allied and neutral units unselectable for a reason and now i wish to reverse this!
The target cursor comes up, but then the unit is unclickable (no health mana or wireframe etc). I have tried placing non custom units such as zerglings and marines, but somehow they are unclickable as well.
oh ma gawddd these models look so good on the sc2 engine!
JW with the gargoyle model, theres no attack animation on it. is this because the model itself hasnt been given one or is there a possibility to give it one somehow :S
Basically, its a fireball which moves forward and deals damage to the first target it encounters.
Quick rundown on how the ability works is:
Ability creates a persistant which creates a launch missile.
Missile has a behavior attached to it with a periodic search area. search area has a set to suicide the missile and deal damage to the unit it encounters
The problem with this is that the unit that has cast the fireball is not receiving the kill credit.
My guess is that the fireball missile is getting the credit since the search effect is attached to the fireball itself and not the caster.
Is there anyway around this?
Ive attempted to play with launch location on the damage effect but I dont think that what im doing is correct.
Edit: there is a workaround that was posted on the forums. A solution to this is to make your Max charges different to your Start charges on the item. Dont know how this changes anything but it works:S
Great work ZyphreRZO, just wondering how I could use the add/remove/set charges functions.
When ever I seem to be using them on last created item, the item charges is set and then once I use it, the charges become max charges then will never decrement on use.
Ive tried using these functions in your test map and it seems to not be working as well. Am I not using the functions correctly?
Thanks for the reply guys. I was getting confused with how actor attack base had two effects up the top of the actor. I just did what u guys said on my units generic attack actor and it worked =) ty
Ive got a skill which requires a launch missile effect. However, the skill is levelable and I want the missile to be launched from my units weapon. Is it nessesary to create the same amount of actors as there are launch effects? Or is it possible to create one actor that can handle all of the launch effects?
Ok, so apparently its a terrain object. Anybody reading this post - DO NOT USE TERRAIN OBJECTS ATM. It seems a few other people have had this problem as well. Ive checked my overview manager and somehow 500 of this same terrain object got placed somehow over a few versions of the map.
So you cant remove them? I have this exact problem with a different terrain object. How are you letting blizzard know about this bug? I shall aid you in your efforts to get them to fix it!
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So i recently opened up my map that I was working on a couple years back.
It seems I have somehow made all enemy,allied and neutral units unselectable for a reason and now i wish to reverse this!
The target cursor comes up, but then the unit is unclickable (no health mana or wireframe etc). I have tried placing non custom units such as zerglings and marines, but somehow they are unclickable as well.
Any ideas?
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oh ma gawddd these models look so good on the sc2 engine!
JW with the gargoyle model, theres no attack animation on it. is this because the model itself hasnt been given one or is there a possibility to give it one somehow :S
THNX Zarakk!
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Ahh thats a shame =( I was hoping it would be solvable with - Host: properties or something as im not too familiar with these elements
Thanks for your reply Kueken
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Hey all,
Ive stumbled across a small problem that is a liddle annoying regarding actor - filters
What i want to do is - when i cast a spell on an area of enemies, i want the affected units to have a stunned model over head.
HOWEVER, I do not wish my allies to be able to see the stunned model. I only wish for the casting player to be able to see the stun actor
This is similar to the ghost's nuke indicator model for allies/enemies except there is a unit in which the model is now attached to.
I cannot seem to get the filters correct as it seems that the filter corresponds to the owner of the unit that is affected, rather than the caster.
If anybody can help, it would b greatly appreciated!
Thankyou
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great tutorial herlral!
Just a question about creating image, in the example (from petrov1) -
<Texture val="@@UI/TimerWindowBackground" layer="0"/>
where are you getting the texture value from?
it seems similar to using in triggers - create image for dialog using x.dds but it isnt?
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Could somebody please make this coloured.... a fire scheme would be perfect!
thankyou! all the icons look great so far =)
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holy cow this map looks awesome. The sound fx r epic XD
Could you pleaseee explain your method of syncing the jump animation with the model? Ur using the unload animation correct?
Btw with ur method of doing jump, isnt there restrictions on jumping up/down on the sides of ramps?
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:O Thanks guys for the quick and accurate responses.
Worked like a charm.
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Helloo all,
Ive make a spell based on this: http://forums.sc2mapster.com/development/map-development/4399-make-a-fireball-ability/
Basically, its a fireball which moves forward and deals damage to the first target it encounters.
Quick rundown on how the ability works is: Ability creates a persistant which creates a launch missile. Missile has a behavior attached to it with a periodic search area. search area has a set to suicide the missile and deal damage to the unit it encounters
The problem with this is that the unit that has cast the fireball is not receiving the kill credit. My guess is that the fireball missile is getting the credit since the search effect is attached to the fireball itself and not the caster.
Is there anyway around this?
Ive attempted to play with launch location on the damage effect but I dont think that what im doing is correct.
Thanks in advance =)
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=( need a solution please!
Edit: there is a workaround that was posted on the forums. A solution to this is to make your Max charges different to your Start charges on the item. Dont know how this changes anything but it works:S
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Great work ZyphreRZO, just wondering how I could use the add/remove/set charges functions.
When ever I seem to be using them on last created item, the item charges is set and then once I use it, the charges become max charges then will never decrement on use.
Ive tried using these functions in your test map and it seems to not be working as well. Am I not using the functions correctly?
0
Thanks for the reply guys. I was getting confused with how actor attack base had two effects up the top of the actor. I just did what u guys said on my units generic attack actor and it worked =) ty
0
Hi all,
Ive got a skill which requires a launch missile effect. However, the skill is levelable and I want the missile to be launched from my units weapon. Is it nessesary to create the same amount of actors as there are launch effects? Or is it possible to create one actor that can handle all of the launch effects?
Thanks in advanced
FGC
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Ok, so apparently its a terrain object. Anybody reading this post - DO NOT USE TERRAIN OBJECTS ATM. It seems a few other people have had this problem as well. Ive checked my overview manager and somehow 500 of this same terrain object got placed somehow over a few versions of the map.
Link: http://us.battle.net/sc2/en/forum/topic/777768350?page=1 from the same person :http://forums.sc2mapster.com/development/editor-bugs-and-feedback/12469-terrain-objects-glitch/
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@MusicGTELife: Go
So you cant remove them? I have this exact problem with a different terrain object. How are you letting blizzard know about this bug? I shall aid you in your efforts to get them to fix it!