It should theoretically be possible if you-
1. Use triggers to make it follow the camera seamlessly (could prove difficult/buggy)
2. Use a method to make the actor show up individually for each player (there's a tutorial on mapster for this, but I haven't personally read through it yet).
EDIT: But the Colossus beam actors can die in a fire. Jeez.
I was able to modify the radius of the circle by adjusting the persistent offsets and Site Mover speed, but trying to recreate the actors for use with my building has been a complete failure. If I dupe the colossus actors, the beam will only make a half-circle at best. If I try to hand-create actors based on yours, the beam doesn't show up at all. I'm probably missing something obvious.
Attempt #2 at cracking this will have to wait 'til tomorrow.
How did you get the human form to maintain the "hand raised in the air" animation when performing Hellfire? I've been looking for a way to do that for a while with Marines.
So I'm trying to give a building an ability where it does a "sweep" around it (think like a radar sweep, but doing damage along the circular path). I've got it working mechanically (with a persistent + searches + offsets), but I'm having a hard time creating an appropriate visual.
I tried giving the building a dummy version of the Colossus thermal lance attack and modifying the persistent offsets, but it's not behaving at all like I expected. It seems it will only sweep through part of the circle pattern (unlike the damage element which makes the full motion as expected) and often "jerks" around rather than doing a nice smooth movement like the normal colossus attack.
The effect chain looks something like-
Persistent effect with location, offset start, and offset end at Source Unit
Periodic offsets: (6,0), (5,3), (3,5), (0,6), (-3,5), (-5,3), (-6,0), (-5,-3), (-3,-5), (0,-6), (3,-5), (5,-3)
(in other words, a circle with radius 6 that mirrors the slightly more complicated, but working damage search - I want the visual sweep of the beam to "cover" the area damaged by the other persistent)
Periodic effect is simply the Colossus (Search Forwards)
Actor events are basically unchanged except that Signal.*.Arrival has been replaced with Effect.(mypersistent).Stop to destroy the beam actor
Any suggestions for how to get this working (or for a more appropriate visual!) would be greatly appreciated.
I likely couldn't comment on why your slow ability isn't working without seeing you map, but...
For the auto cast on the turret, I'd actually recommend setting the acquire level to defensive and making it auto-cast the pulses on itself (Give it a range of like 1 and set appropriate target filters)
It doesn't "suck" - it's just not high-end. I recognize that I won't be playing Crysis on Ultra anytime soon and I'm ok with that. SC2 plays fine on Ultra and that's really all I need.
Anyway, off-topic comments aside, I appreciate the perspective. It's interesting to hear that the stupid page serves a purpose.
PS: I have a lot of problems with B.net 2.0 greying out the play button and taking forever to load stuff, but leaving the score screen to join another game has never been a problem for me.
Well that's just weird as hell then. Why would it give me problems in one place, and you in another? -_-
...but if it really is the case that nobody else is having this issue except me, then I'm willing to entertain the possibility of it being a technical issue :P
I'll test on a couple other connections and machines, then.
No, you can't. The ability to join a game is greyed out for the same duration of time as it would have taken the score screen to load. I've tested it multiple times and it ONLY happens if I do not wait for the score screen to load first.
Well my computer doesn't suck. And even that's unnecessary imo - in the same regard as people should be using a 5 second lobby countdown instead of 15-30
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Meth: Not even once.
But I gotta admit those are some nice spell effects :)
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@Keyeszx: Go
It should theoretically be possible if you- 1. Use triggers to make it follow the camera seamlessly (could prove difficult/buggy) 2. Use a method to make the actor show up individually for each player (there's a tutorial on mapster for this, but I haven't personally read through it yet).
@Hegemuffin: Go
Hmm...that's odd. If you post your map I can take a look.
Sorry for the slow response btw. Been busy XD
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@Kueken531: Go
That Uber Colossus is freakin' sexy as hell 0_o
EDIT: But the Colossus beam actors can die in a fire. Jeez.
I was able to modify the radius of the circle by adjusting the persistent offsets and Site Mover speed, but trying to recreate the actors for use with my building has been a complete failure. If I dupe the colossus actors, the beam will only make a half-circle at best. If I try to hand-create actors based on yours, the beam doesn't show up at all. I'm probably missing something obvious.
Attempt #2 at cracking this will have to wait 'til tomorrow.
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@DeepStrike716: Go
Sure I'll hit you up :)
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@BorgDragon: Go
How did you get the human form to maintain the "hand raised in the air" animation when performing Hellfire? I've been looking for a way to do that for a while with Marines.
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Hey guys,
So I'm trying to give a building an ability where it does a "sweep" around it (think like a radar sweep, but doing damage along the circular path). I've got it working mechanically (with a persistent + searches + offsets), but I'm having a hard time creating an appropriate visual.
I tried giving the building a dummy version of the Colossus thermal lance attack and modifying the persistent offsets, but it's not behaving at all like I expected. It seems it will only sweep through part of the circle pattern (unlike the damage element which makes the full motion as expected) and often "jerks" around rather than doing a nice smooth movement like the normal colossus attack.
The effect chain looks something like-
(in other words, a circle with radius 6 that mirrors the slightly more complicated, but working damage search - I want the visual sweep of the beam to "cover" the area damaged by the other persistent)
Any suggestions for how to get this working (or for a more appropriate visual!) would be greatly appreciated.
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@jaxter184: Go
It can be done with actor events. Do a search for Rainbow Archon as there're some examples of it being done here on Mapster.
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I likely couldn't comment on why your slow ability isn't working without seeing you map, but...
For the auto cast on the turret, I'd actually recommend setting the acquire level to defensive and making it auto-cast the pulses on itself (Give it a range of like 1 and set appropriate target filters)
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@Vexal: Go
It doesn't "suck" - it's just not high-end. I recognize that I won't be playing Crysis on Ultra anytime soon and I'm ok with that. SC2 plays fine on Ultra and that's really all I need.
Anyway, off-topic comments aside, I appreciate the perspective. It's interesting to hear that the stupid page serves a purpose.
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Well that's just weird as hell then. Why would it give me problems in one place, and you in another? -_-
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@zeropoints: Go
AMD Phenom Quad Core 8GB RAM Geforce 9600 GSO
TWC 15MB downstream
...but if it really is the case that nobody else is having this issue except me, then I'm willing to entertain the possibility of it being a technical issue :P
I'll test on a couple other connections and machines, then.
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@OneSoga: Go
No, you can't. The ability to join a game is greyed out for the same duration of time as it would have taken the score screen to load. I've tested it multiple times and it ONLY happens if I do not wait for the score screen to load first.
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@grenegg: Go
Well my computer doesn't suck. And even that's unnecessary imo - in the same regard as people should be using a 5 second lobby countdown instead of 15-30
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@Mephs: Go
For what purpose? I mean really, aside from it just showing up in your played history on your bnet profile (which is purely cosmetic).
It's extremely annoying to have that extensive delay while the score screen "loads" after every game and having no way to skip it.
If it's really that valuable, perhaps it's time to start petitioning Blizzard to make it skippable on an individual basis?
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Never once used this feature without first adding someone to friend list.
You need a score screen to do that?