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    posted a message on Ma Flamethrower!! Need help with sounds :P

    Works beautifully. Thank you for the quick reply.

    Posted in: Data
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    posted a message on Ma Flamethrower!! Need help with sounds :P

    @s3rius: Go

    Question, If this behavior was refreshed while it was still active would it play its initial effect every time it was refreshed or just the first time its applied?

    Posted in: Data
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    posted a message on Ma Flamethrower!! Need help with sounds :P

    Alrighty, so basically I really dislike how most flame thrower weapons in the game pulse. I like the idea that if you shoot a flamethrower that flames will stream out until you stop firing.

    To create this effect I did use a persistent effect with offsets much like you'll see in the tutorials around the forums here. I matched up the period durations of the persistent, the animation durations of the model I used, and the weapons firing period to create a stream like effect. Problem is this turned out to be .1 so as you could imagine I am having trouble creating the initial weapon firing sound since its just firing over and over really really fast.

    How exactly would I go about this if I wanted the initial sound to play once at the beginning of this weapons usage instead of 50 million times within a few seconds.

    Posted in: Data
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    posted a message on Need some help killin a unit

    Thanks a lot for the replies. I feel pretty confident I can put the problem to rest now. Again thank you for responding.

    Posted in: Data
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    posted a message on Need some help killin a unit

    @Kueken531: Go

    how exactly would you go about killing the unit that is found with the search effect.

    Posted in: Data
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    posted a message on Need some help killin a unit

    Don't mean to spam. I made a thread like this a few days ago but I'm still sorta stuck on this same issue.

    Lemme start by explaining exactly what I'm doing. I have this hero I am working on and one of their abilities is to spawn a unit. This isn't a real unit in the sense that it moves and attacks like you'd think, but its a dummy unit simply their for its behavior/art. Naturally, I made it invulnerable, non selectable, etc... What it does is it sits idle and its behavior periodically searches a small radius around it and applies behaviors to nearby units. Its basically like a trap that spreads behaviors to units that get to close.

    I'm trying to design this so only one can exist at a time however unless another is created it will be there forever. The problem is I have no idea how to kill the first unit when the hero is spawning a new one. Been stuck on this for a few days. Searching the threads for info on killing units in this manner. Im at this point I'm even willing to use a trigger as a solution. Any help would be much appreciated.

    Posted in: Data
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    posted a message on Attacking Allied Units

    @Farmrush: Go

    Not sure if this will work since this is off the top of my head. Maybe a behavior that periodically uses a search effect. The search effect would use the issue order effect. Just set the period you like in the behavior and the radius to the range you want in the search effect.

    Actually now that i think about it lol this might issue the order to the wrong unit.

    Posted in: Data
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    posted a message on Attacking Allied Units

    @Farmrush: Go

    Sounds like something you'd be able to do through triggers. Unit enters/leaves range of unit for event and use the issue order action targeting triggering unit. Then use conditions to make sure the alliance or player of the unit is the one you want.

    Actually a periodic event and conditions to check range/alliance would work even better maybe.

    Posted in: Data
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    posted a message on Unit spawning ability kills last spawned unit?

    @madmaxII: Go

    Maybe my problem is I dont know how to destroy a unit other than using the events/action destroy thing. I dont know.

    Posted in: Data
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    posted a message on [Solved] [Actors] How to change color pereodically

    @Jackolas: Go How did you apply the first behavior to start the cycle?

    Posted in: Data
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    posted a message on [Solved] [Actors] How to change color pereodically

    Kind of off the top of my head here. Not sure if this will work.

    Maybe a persistent effect that uses apply behavior effects. Make dummy behaviors to represent each color. Then set up the actor to have events so that when each behavior of the corresponding color is applied the tint is changed.

    Of course there is a wide range of ways to apply the behaviors other than a persistent effect O.o

    Posted in: Data
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    posted a message on Unit spawning ability kills last spawned unit?

    Thanks for the help but what I am looking for is a way to destroy a unit once the ability is being cast again. The units are supposed to last forever unless a new one is being made.

    Posted in: Data
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    posted a message on Unit spawning ability kills last spawned unit?

    I have this ability that spawns a unit which I want to last forever. I want it so only one of these can exist at a time. My problem is I can't figure out how to destroy the old unit when the ability is spawning a new one.

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

    This tutorial has been very useful for multiple things I've been toying around with, but one thing I cant seem to do is add a turret to a missle unit. I can launch the missle and get the turret to show up on the missle, but my turret wont fire. Are missles simply unable to use attacks other than their impact effect?

    Posted in: Tutorials
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    posted a message on Using kills as a resource??????

    @Jackolas: Go

    Thanks ill try these out :)

    Posted in: Data
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