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    posted a message on (Solved) Unique units missing? (Zeratul, Kerrigan, etc)

    My roommate pointed this out to me when he first started working in the SC2 Editor, but all of the unique hero units seem to be missing. For example, unless you load an old map (for example this thread), Zeratul is not anywhere in the data editor.

    Is there something we are missing, or did they actually get removed?

    Thanks.

    Posted in: Data
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    posted a message on Actors not destroying themselves

    I think I figured it out - all my removal effects had their Target: Location set to Target Unit, and apparently the cleanup is targeting the Ultralisk and not whatever the effects were targeting (which is how I thought it worked if I also set an effect). Oddly enough, adding a radius to the destroy persistent effect for my "Search for missile target" persistent ended up destroying the beam.

    As for the missile itself, I just made an area search to destroy units matching that type. Had to search area to destroy the any effects applied to my initial target as well. It seems like it's way more complicated than it probably should be, but it works perfectly. If you're interested I can PM you a before and after with a changelog.

    Posted in: Data
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    posted a message on Actors not destroying themselves

    I've added that onto the beam with no change.

    Posted in: Data
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    posted a message on Actors not destroying themselves

    I am trying to make an ability which fires a missile, however if the casting unit dies or gets stunned before it hits a target, the missile and all associated effects should immediately disappear. I'm testing this by placing a short duration behavior on the caster which (on expiration) fires a dummy effect that the destroy commands are hooked to, but none of the actors that should be doing "destroy" from the dummy effect are actually doing it. I also hooked a sound to the dummy effect and it plays, so the effect is definitely firing.

    Am I missing something?

    Posted in: Data
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    posted a message on Attaching a beam to a missile

    @Kueken531: Go

    This looks to be exactly what I was trying to do! I'll give it a shot when I get a chance. :-)

    Edit: Works perfectly! Just had to create a dummy effect that starts when the shot returns or collides to destroy it. Thanks!

    Posted in: Data
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    posted a message on Attaching a beam to a missile

    Howdy - I'm trying to create an ability for my character that behaves as a hookshot. I have the major mechanics working, however I can't for the life of me get a beam to connect between the missile I'm launching and the character that is launching it.

    I am creating the projectile using OneTwo's fireball tutorial along with Kueken531's collision detection tutorial to pass along ownership of the collision credit, and am using a simple continuous beam actor to do the job (another simple continuous beam connects my caster to the target if it hits, and that works fine). I've tried having the beam spawn from starting the persistent target search effect and have also tried using the missile launch effect, but neither of these seem to work.

    Any suggestions, or is it even possible to target the missile in this manner?

    Thanks.

    Posted in: Data
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