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    posted a message on Auto Casting on 2 unit types

    could u use validators one which checks for bio and another for light, then use a combine validator which compares them using 'or'?

    Posted in: Data
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    posted a message on [Solved] If more than 5 exist, kill 1

    I dont know if its possible just an idea i had, could you use charges on an ability to make the turrets cost 1 charge, then use a behavior which adds the charge back when the turret dies?

    Posted in: Data
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    posted a message on [Solved] Recalculate variable?

    couldnt u just calculate the variable when u need it?

    Posted in: Triggers
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    posted a message on Spawning Units

    when a unit dies you can check if it is in the region and if the number of enemy/units for playerX == 0 then run your spawn trigger

    Posted in: Triggers
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    posted a message on Current Wave

    When u restart the timer use 'Set title for timer window' and this should update the title

    Posted in: Triggers
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    posted a message on Current Wave

    Ah the timer window has to be 'refreshed' every time the new timer beings so that the title will be updated

    Posted in: Triggers
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    posted a message on Current Wave

    You need to start the timer before you can set it as the last started timer.

    Posted in: Triggers
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    posted a message on Need help creating two abilities

    Just curios how does one use markers?

    Posted in: Data
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    posted a message on Hero Selection Screen

    you have to show the dialog using the show/hide function

    Posted in: General Chat
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    posted a message on Playing animations in reverse?

    I just was making me map and then I killed some stuff and naturally they blew up. It got me thinking is it possible to play animations such as death animations in reverse???

    Posted in: Data
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    posted a message on Naz^Zombies

    For the reviving even if you are not putting it in, you can use the behavior 'valerian 02a incapacitated' and have a trigger that fires whenever this behaviour is applied, or a periodic one that checks for units with this behavior. On the other hand you can make a revive ability in the data editor also but i am not entirely sure how to do so.

    Posted in: Map Feedback
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    posted a message on Turrets and attachments

    I made a turret awhile ago using the bunker attachment model (the turret on the bunker in the campaign) and it does not have a turretz attachment point. When i tried using this turret it did not turn however when i used the sentry turret it worked fine. Do turrets have to be attached using turretz??

    Posted in: Data
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    posted a message on [Data] Working with Attachments (Beginner Difficulty)

    double check the unit actors of what ever unit u are sitting the turret on, and make sure that the model is set correctly

    Posted in: Tutorials
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    posted a message on How to alternate launch points

    Like the title says i want to alternate launch points, similar to how the marauder works but for the pop up turret from the campaign. It has 4 guns with 4 attachment points. It is going to be a model addition (The turret that is) if that makes it any harder. I aim to have a missile launch out of each turret (4 in total) I believe i use attachment methods or something along those lines but i have no idea how to do this without creating 4 separate attack actors for each point.

    Thanks

    ( Is it as simple as going into attach methods and adding the various weapons attachment points into key+)

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

    Got the missiles to work =D now i am faced with a new problem.. I want to use launch assets to make a flash effect at the weapon but it seems the site actor does not effect this. Which field do i have to change in order for it to occur where i want it. i have tried launch site ops and that didnt work either

    Posted in: Tutorials
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