• 0

    posted a message on Cliffs - Mover and force problems

    bump

    Posted in: Data
  • 0

    posted a message on Cliffs - Mover and force problems

    @SouLCarveRR: Go

    Yes. I raise the height and then drop it while applying a force effect. Validators to make sure I don't double the height, etc etc.

    Posted in: Data
  • 0

    posted a message on Cliffs - Mover and force problems

    Hey everyone,

    So terrain is giving me some real trouble in the data editor. Basically two problems:

    1. Missiles slow down at the edges of the cliff then fly off and lose height. Anyway to keep missile height constant and unaffected by cliffs? I'm using an offset to create the persistent.

    2. Force effects can not push units off a cliff. Instead they hit an invisible wall. Any way to get around this?

    Thanks everyone.

    Posted in: Data
  • 0

    posted a message on To everyone entering Blizzard's custom map contest
    Quote from Sephiex: Go

    Submitted mine yesterday just so I wouldn't have any issues uploading with server traffic. I wonder how long the judging process will take...should be interesting to see which three maps make it to the top.

    14 days they claim!

    Posted in: General Chat
  • 0

    posted a message on To everyone entering Blizzard's custom map contest

    Is everyone going to wait till Blizzcon to release their maps? Or will we see some nice ones tonight!?!

    Posted in: General Chat
  • 0

    posted a message on Chosing which attack animation to use?

    I've noticed some animations on other units can specifically be called but the attack animations on the zealot can't. It was like this in wc3 too. Calling attack just calls ANY of his attack animations. Quite frustrating does anyone have any ideas?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Killing a Projectile

    This is somewhat a two part problem but can probably be answered with the same answer.

    First off. I am creating a projectile ability that collides with an enemy unit and then deals its damage and is *supposed* to kill itself (the projectile) so it doesn't go on and kill more.

    I'm doing this via the data editor using a buff on the projectile that executes a period search on enemy units and then fires a effect-set. The effect-set deals damage in a small AoE and a second effect deals damage to the projectile itself.

    The projectile doesn't die. What am I doing wrong?

    Secondly, how would I get this projectile to search for and destroy other projectiles fired from similar abilities.

    Thanks.

    Posted in: Data
  • 0

    posted a message on Starlock - Warlock remake

    Lovin' this. Well done!

    Posted in: Project Workplace
  • 0

    posted a message on Run and Scared Animations

    Hey guys,

    Just a quick question. I duplicated the "Scientist" and he has behaviors that control his "run" animation. He uses his "walk" animation by default.

    I was wondering, how do I make his "run" animation the default?

    And how is the "scared" animation called?

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