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    posted a message on i can't copy viper

    There are Actor of the Viper that are not duplicated correctly when duplicating the viper. I can't remember but duplicating all actors corresponding to Snake should do it. Just go for the Actor tab and look up all the models and SiteOperators. I think that's pretty much what I did

    Posted in: Data
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    posted a message on (Unsolved: Boo on Blizzard) Reset an Ability cooldown using effects

    @Kueken531: Go

    so what's the problem....besides resetting the cooldown?

    Posted in: Data
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    posted a message on (Unsolved: Boo on Blizzard) Reset an Ability cooldown using effects

    If I understand correctly you want the ui to show the cooldown and the charge-solution would only show it grey until the new charge is applied. if that is the only ability of that unit, you could change the units time scale. e.g. having time-scale of 200 for 0.1 seconds means an ability with 20 seconds cooldown is "instant" ready. I used that to reset all cooldowns of a hero in one of my maps, but you would have to disable movement and attack during that time just to be save.

    Posted in: Data
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    posted a message on Cloaked, yet targetable

    So If I get it right..... You want a unit to be invisible so no other unit can aquirre it automaticly. But if you see the little distortion a cloak unit has you want to be able to click on it and attack it.
    This is just an idea but maybe creating a dummy at the unit that can be clicked. Dont know if thats even possible.

    Posted in: Data
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    posted a message on How to create custom Destructible Debri.

    @theworldofdustoerba: Go

    some debris dont show up in the editor but ingame.
    eg: Collapsible Rock Tower Debris Push Unit (Ramp Right)

    Posted in: Data
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    posted a message on Hold Fire ability preventing enemy attacks - how to fix?

    @EivindL: Go

    I'm not sure but I think there is a flag called "chase" somewhere. Never used it, maybe it helps.

    Posted in: Data
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    posted a message on Hold Fire ability preventing enemy attacks - how to fix?

    instead move give them the attack order (on the point where it should move to). had the same problem but that fixed it for me

    edit: I think if you use move in a trigger the unit doesnt attack even if it is attacked itself.

    Posted in: Data
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    posted a message on Create An Ability?

    @DrSuperEvil: Go

    Yes I know but if it is intended. A buff called "Speed up" should do exacatly that.

    Posted in: Data
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    posted a message on Create An Ability?

    If you want to make everything the unit does faster you could change the timescale via buff. I did exactly this as an ability and it works fine. Would give you the files but its my ongoing project .

    Posted in: Data
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    posted a message on (Solved) Duplicating Dehaka Drag

    @DrSuperEvil: Go

    Thanks for the reply. I checked the neural parasite and it worked fine. Because of that it took my 6 hours to find my problem.....the ultralisk. I gave the ability to the ultralisk and ... it doesnt have weapon attachmentpoints. I dont know why the fallback didnt work but I changed it to head and now it works.

    [solved]

    Posted in: Data
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    posted a message on (Solved) Duplicating Dehaka Drag

    Bumped.

    Posted in: Data
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    posted a message on (Solved) Duplicating Dehaka Drag

    Hi, I tried to duplicate/recreate the drag ability from Dehaka (HotS).

    I want to use the launch missile effect of the drag ability in a search area effect. but somehow the tentacle (or whatever it is) launches from the targeted unit and goes to my caster.
    I looked up the drag ability and its actors and there is an actor called "Drag Tentacle Launch Site" I dont know how its created or when.

    If anyone knows a tutorial or example of a similar ability, or better, could help me fix that problem with the actor that would be great.

    Posted in: Data
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    posted a message on How to change the range actor of the Siege tank?

    I think the actor has something like set scale. I cant check it right now but you would have the create actor-events in your range actor

    1. Behaviour.NewRange.On
    SetScale 2.0 2.0 1.0 <- this is an example you would need to adjust it fitting your new range

    2. Behaviour.NewRange.Off
    SetScale 1.0 <- the previous Scale of the actor

    As I mentioned before...I cant check if SetScale excists. The other option would be duplicating the Range Actor and setting the Events that create/destroys the old and new range actor.... basicly alot of work

    Posted in: Data
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    posted a message on Moving Beam Help?

    Another method would be a Persistent Effect with Period Offsets. And have the beam target that position. I used this to create a zigzag on the ground.
    Downside: You would have to create alot of offsets with just a little difference in position to make it look smooth.

    Posted in: Data
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    posted a message on [Solved] Need Help with force for tornado

    Hi, I created an ability that should act as an tornado.
    Basicly I used a Create Persistent Effect (Period count: 336, period duration 0.0625) that uses an Search Area Effect to find units in a radius.
    This uses an Set Effect (for additional stuff in the future) which uses again a Create Persistent Effect (Period Count: 1, period duration 0.05)
    Important for me is the offset of the last Persistent effect because this is where my Force Effect should pull the unit.

    I try to create a force moving units around the center and slowly inwards. But somehow I cant get it right? I attached my test-map and a Picture of my idea (badass Paint skills) . Could someone take a look?

    Solved: setting the force location was wrong

    Posted in: Data
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