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    posted a message on Displaying Protoss Fire damage on non-building units

    Guessing no one knows :(

    Posted in: Data
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    posted a message on Displaying Protoss Fire damage on non-building units

    I'm trying to setup a unit so when it's damaged, it'll display some electrical arcs, just like how the protoss buildings do when they are heavily damaged. But I can't see how.

    I'm struggling to do this, it looks like the unit models lack attachment points for this to happen - I think by default the protoss damage goes to the Ref_Damage 0X points on the model.

    There's an actor which I added my unit to "ProtossFlameLargeBuilding" on the events, but it still doesn't work

    Does anyone know of a way to get the electrical arcs being displayed for units purely by data?

    Posted in: Data
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    posted a message on Visual Shields, Terran or Zerg with Shields

    @critical1: Go

    Thanks Critical1, no idea how you managed to find that out, works perfectly!

    Posted in: Tutorials
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    posted a message on Damage Shielded Building Affect

    @sandround: Go

    Thanks that link explained everything!

    Posted in: Data
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    posted a message on Damage Shielded Building Affect

    @s3rius: Go

    Thanks, can get the immortal shields working, but like you say the normal protoss shields are the problem. I can create a unit to display the protoss shield, but it's really not ideal, as there's functionality existing already for this.

    I've messed around with the shield impact actor but haven't had any luck with it creating for non-protoss units. It only works if I change the unit model to a protoss unit.

    Posted in: Data
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    posted a message on Damage Shielded Building Affect

    Had a look and it looks like the shield impacts could be attached to the actual models themselves, although I swear I got this displaying for some Terran units a long time ago.

    Posted in: Data
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    posted a message on Damage Shielded Building Affect

    I've got the exact same problem, if anyone knows the solution please don't hold back

    Posted in: Data
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    posted a message on Best way to have an invisible unit?

    @RileyStarcraft: Go

    Thanks Riley, I'll be trying that.

    Posted in: Data
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    posted a message on Best way to have an invisible unit?

    I'm currently planning on having a unit that will block the path of an incoming projectile, how would anyone suggest to do this?

    Not having a unit model spawns an ugly white sphere and I don't really want to scale a unit model to something tiny because I need to make the unit display it's shields when it's hit.

    Would also be nice to not display the hitpoint/shield bars on the unit when you hold down alt.

    If anyone can help, that would be fantastic

    Posted in: Data
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    posted a message on Simple beam does not work

    @SweetZombieJesus: Go

    If you still can't get it to work, I would recommend editing the ghost snipe actor to include your start effect of applying bleeding and see if that works. That would help narrow down where abouts it could be wrong

    Posted in: Data
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    posted a message on Possible to have a missile fire in a straight line and impact the first thing it hits?
    Quote from Vexal: Go

    The answer to this question (minus terrain impact) is extremely simple.

    Just give your projectile unit a behavior with a periodic search effect to check collision.

    You can also do it without a missile if you specify periodic offsets for which to check collision.

    Terrain collision is simple too if you know the height of the terrain.I don't know if you can get that through triggers.

    Your missile is either high enough to clear a particular patch of terrain, or it's not.

    This is exactly how I am doing it in my Star Carnage map and I have lots of projectiles with the above method flying around. Works fine, the main issue with this is if the missile is too fast, it will sometimes miss if the collision radius is too small. All the threads that I used to have bookmarked with an explaination on this are dead.

    Posted in: Miscellaneous Development
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    posted a message on Quick trigger help

    I don't understand why you would need to do that, as you are essentially using the minerals as a variable.

    Have an integer variable to keep track of how many units you kill for that player and increment it whenever the player kills a unit.

    Whenever you increase that variable, you can run a If statement to see if it's >10, if so, give a unit.

    It also frees up the minerals to be used for other things

    Posted in: Miscellaneous Development
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    posted a message on [Data] Help: Remove charge used For unit ability

    @Molsterr: Go

    Thanks, that worked.

    However there's a bug with the trigger, if you reset the charges before any are used. It results in the ability never decreasing in the number of charges, urgh.

    Posted in: Data
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    posted a message on [Data] Help: Remove charge used For unit ability

    How does this trigger action actually work?

    I have a unit that has a limited number of charges on an ability. When the ability runs out, I want to be able to recharge it. This action looks like it's the one that I want.

    The problem comes though, there's a parameter that is a string called "charge", I'm not sure what to put into this string, whatever value I pass in doesn't seem to work. I'm passing in the abiilty and the unit number into the other parameters, but I'm not having any luck.

    It looks like this - what do I put into the XXXXXX? As like most of the editor, there's very little documentation, anyone got any ideas?

    Unit - Clear charges used for charge "XXXXXX" on ability _MYABILITY on unit _MYUNIT

    The only way I can get around this at the moment, is re-creating the unit, which needless to say is not a good workaround.

    Posted in: Data
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