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    posted a message on Timed Life Behavior Countdown

    So my auto turret has a timed life behavior that expires after 19 seconds and then kills the turret. It works fine except that the timer bar on the turret starts at 90 seconds. The turret dies after 19 seconds, but why does the timer bar start at 90 seconds? Is there another place where I set where the timer starts?

    Posted in: Data
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    posted a message on Drop Pod Help

    Thats not how the drop pod effect works. I shouldn't have to modify any actors relating to drop pod. I didn't have to for my other drop ability. I believe the actor relies on the precursor that the ground drop effect creates, and thus, has no relation to the particular unit you are spawning.

    Posted in: Data
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    posted a message on Drop Pod Help

    Ok, so I made an ability that creates 6 auto turrets at offset locations. I do the following

    Ability - Effect Target Effect: Initial Set

    Initial Set Set Effect: Create Persistent

    Create Persistent Periods: 6 Period Time: 0.00 Period Effect: Secondary Set Period Offsets: 6 offsets

    Secondary Set Set Effect: Spawn Unit

    Spawn Unit Spawn Effect: MercGroundDrop(unnamed) Unit: Auto Turret

    So that is my ability. Everything works fine except that the drop pods don't come down. There is no noise and no animation. But the turrets appear after the MercGroundDrop delay time, so it is implementing that part of the MercGroundDrop effect. Its just I get no visuals or sound. I use the MercGroundDrop effect successfully in another one of my abilities which spawns marines. This ability is set up in the exact same manner, but the visual/audio doesn't do anything. In addition, if I switch the Spawn Effect to Calldown Mule (Create Set), everything works fine. The Mule drop pods coem down and make noise and break open. I can't figure out why the MercGroundDrop effect doesn't work for this ability. It works perfectly for the marines ability. Anyone know of something that could be affecting it?

    Posted in: Data
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    posted a message on Z coordinate offset for launch location?

    Hmmm...that is basically what I did. I wonder if it is because the actors are a little weird. I used Zeratul's Throw Void Spheres ability as a template. However, the secondary attack actor has the correct launch effect in it. I will have to play around with it.

    And by "Effect Z Values were added in patch 1.2", what exactly do you mean? What exactly was added?

    Posted in: Data
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    posted a message on Giving behaviors per level

    Yes, you can set up a validator that determines what level your unit is. Then you set up your behavior and give it to your unit. Validate the behavior with the validator you created. This makes it so that the behavior should only be active if it meets the requirements of the validator. I cant remember exactly how you set up that validator, but I know there is a way. You might look into the various hero tutorials out there.

    Posted in: Data
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    posted a message on Z coordinate offset for launch location?

    @ DrSuperEvil

    Worked perfectly...and such a simple fix. Thanks!

    However, I would still like to know how to make it work using attachment points and local offsets, that way I can use them in the future.

    Posted in: Data
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    posted a message on Z coordinate offset for launch location?

    I am using a laser barrage, but It seems to work because I am using the battlecruiser laser, which is really just a missile. So it is a laser, but uses a standard missile object and works fine. I will try the UI - Height, but I'm not sure if that will angle the laser (missile) correctly.

    Posted in: Data
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    posted a message on Z coordinate offset for launch location?

    Ok, so first a little mroe information. I am creating an ability that will shoot lasers from the sky. This is what I do:

    Launch primary missile - Destroy it right after launch.

    Create a persistent effect at the impact location.

    Wait a few seconds, and then launch a secondary missile with the persistent effect from the first impact location.

    Secondary missile hits target, explodes, wreaks havoc.

    Now, I have all of that working. The primary missile fires, gets destroyed, the presistent takes over, fires its missiles, and they hit the target and explode dealing damage. Now, I still cant figure out how to get the site operation and site offset to work. I went into my secondary attack actor and tried to do what you said. I put SOpAttachOrigin and a local offset actor I made into the Launch Site Operations box. But it didn't affect it at all. Everything just works as it did.

    So the secondary missiles need to launch from far above the location at which the first missiles impacted and the persistent was created. So what exactly do I need to put in the launc site operations and what should the actual launch site be? There is a lso a launch site fallback, and I'm not sure what that is.

    Posted in: Data
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    posted a message on Z coordinate offset for launch location?

    bump...anyone?

    Posted in: Data
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    posted a message on [Data] The Uberlisk

    So I wonder if anyone is still working in this thread? But I have an interesting problem tyring to get my Uberlisk to work. I am faiirly certain I followed all of the instructions, but whenever I try to insert my Uberlisk into a map, the editor crashes. I have tried new maps with no luck. Anyone know what would be causing an editor crash with the unit?

    Posted in: Tutorials
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    posted a message on Z coordinate offset for launch location?

    I am trying to set up an attack that launches a missile from far above the caster in the sky. There are x and y coordinate offsets, but not a z coordinate offset. Anyone know who to do this? I am doing it in the data editor.

    Posted in: Data
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    posted a message on Take a look at this Validator please

    Ok, so I am trying to create a validator that says "if you picked up this item and it is applying the behavior, then return true, else, return false".

    Basically, I am trying to apply the marauder's concussive shell slow effect only if the hero has picked up the concussive shells item. The item applies a dummy behavior that does nothing. I want the validator to count the beahviors on the unit and return true if there is at least one of the dummy behaviors applied. The actor validates the effect using this validator. So it should only produce the desired effect if the validator returns true. So when I play the game, it works fine when the concussive shells item has not been picked up. But when I pick the item up, no launch effect and no impact effect appear, as well as no sounds. Btw, the actors are the same as the Maurader Attack and Marauder Attack Upgraded actors, except that I changed the damage effect, launch missile effect, and validator.

    So I'm thinking that somehow the validator is not working correctly, because the regular attack works

    Here is the link to the screenshot of my validator.

    http://s1232.photobucket.com/albums/ff371/SaintTrigger/?action=view&current=Validator.jpg

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on Disable Weapons?

    Does the disable weapons function in the "buff" behavior not work? Because I have tried many times to disable a units starting weapon, and nothign works. I can enable a new weapon easily. However, I can never get the original weapon to disable. Any thoughts?

    Posted in: Miscellaneous Development
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    posted a message on How to delay the launch of a missile

    So I have an ability and I would like to delay the missile launch of the ability. What I want is that once the "launch missile" effect is initiated, it will get delayed 0.5 seconds before the missile is actually launched. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Impact map appearing on attack, not impact

    Glad to hear it helped. But if anyone knows how blizzard got the impacts to work like they did, that would definitely help decode their work in the future.

    Posted in: Miscellaneous Development
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