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    posted a message on Any solution for multiple Raynor Penetrator Round bug now?

    @Molsterr: Go

    I'm also interested in any solutions for this problem. In my case, I worked around it by removing the targeting line altogether.

    Posted in: Data
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    posted a message on Raynor's Toss Grenade Actor Problem
    Quote from houn: Go

    Hello,

    I tried to duplicate the Raynor - Toss Grenade ability and give it to a ghost. I made it work correctly so that the ghost animates (attacks) when he casts the ability. But then, I noticed the explosion effect goes out immediately when he fires the grenade. But the grenade model is still there and does damage when it lands. I checked

    Actors - Toss Grenade (Unnamed) 2, the impact effect and launch effect are set correctly to my duplicate effects, in the actor event, I changed TossGrenadeDamage and TossGrenadeLaunchMissil to their duplicates as well. The explosion model still goes off too early though. Does anyone know how to fix this?

    Yeah, I did the same thing and had the same issue. I believe your solution is to check the TossGrenade (Unnamed) actor. The Art - Missile field should be set to the correct actor for your traveling grenade. If it's not, it results in the effect being applied instantly.

    Posted in: Data
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    posted a message on Applying 2 behaviors with 1 ability
    Quote from Karradar: Go

    Is it possible to create an ability which applies 2 behaviors at once? And if its possible how can i do this?

    The ability will need to apply a Set-type effect, which allows you to implement multiple effects. You can then add two Apply Behavior effects to this Set effect.

    Posted in: Data
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    posted a message on Detection Behavior without Label
    Quote from BorgDragon: Go

    @silvermage: Go

    The Yellow 'Detector' text shows up if you have a 1 or higher in the unit tab's Detect field(of the Behavior)... if it's a 0, no yellow 'Detector' text. if it's -1 or less, you get the yellow 'Detector' text in the UI, but it does not detect or reveal other cloaked units.

    The State Flags in the above mentioned's Behavior Tab are all disabled by default for Behavior (10), (11) and (12).

    The UI - Tooltip is only the text that would show up on the ICON itself if the Behavior wasn't hidden, it does not control the yellow 'Detector'.

    Making 'Detector' enabled in the State Flags section of the tab 'Behavior' will show the yellow 'Detector' on the unit's UI card even if it is not a detector, and it will not detect/reveal anything if it has no number higher than 0 in the Detect field in the Unit Tab.

    So, as far as you know there's no way to grant a detection behavior without the yellow "detector" label.

    Posted in: Data
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    posted a message on Detection Behavior without Label
    Quote from silvermage: Go

    @Khalanil1: Go

    There is a data field on the unit called Behavior - Behaviors - Behavior, remove the detector option from this field.

    I'm not sure if you understand what I'm asking. I have a custom behavior which allows my unit to detect certain units. I would like to maintain this detection behavior while removing the yellow "detector" label from the unit's description. Your solution seems to be simply to remove my detection behavior from the unit.

    Posted in: Data
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    posted a message on Detection Behavior without Label

    I'm trying to give a unit the ability to detect only specific things (e.g. hallucinations but not cloaked or burrowed units). I'm able to do this fine, but I can't seem to figure out how to remove the yellow "detector" label which shows up in the unit's description. Is there any way that I can do this?

    Posted in: Data
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    posted a message on Poll: What to do when a hero dies?
    Quote from yukaboy: Go

    I'd say #5, have the characters not die, but become unconcious. If another character is around, he can get within a 2 range search and "revive" his ally. If this is not done within 60 seconds, the character dies.

    I like the method used in the campaign and this method.

    Posted in: Miscellaneous Development
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    posted a message on Triggers don't consistently run.

    I generally avoid using "Wait" commands in a trigger that can be called while it's still in a previous run. Does this not cause any issues like it did with the original SC editor?

    Also, Vexal, it looks like you're updating unit move commands once they reach their next destination. Is there a reason to do that instead of queuing move commands when they're originally spawned?

    Posted in: Triggers
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    posted a message on Rooftop Snipers (with Gameplay Vid)

    @Khalanil1: Go

    Gameplay video added.

    Video (only shows Ghost gameplay)

    Posted in: Map Feedback
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    posted a message on Rooftop Snipers (with Gameplay Vid)

    Inspired by the old Sniper Paintball maps with more of the tactics of V-tec paintball, two teams of snipers face off using terrain height and a number of special abilities to their advantage.

    Video

    Objective: Snipe your enemy before they can snipe you. Capture the enemy's flag, or simply kill them all.

    Towers: Provide vision and cloak detection when a Ghost is within range. Used to see enemies on nearby rooftops.

    Sniper Abilities:

    • Ghost
      • Sniper Round- One-shot enemy sniper.
      • EMP Round (50 energy)- Drains 125 energy, temporarily disables Sensor Towers, destroys Sentry Drones, decloaks units.
      • Blink (50 energy)- Instantly teleports Ghost from one location to another.
      • Calldown Sentry Drone (100 energy)- Provides vision and cloak detection in an area for a short time.
      • Personal Cloaking (100 energy)- Prevents Ghost from being killed by enemies without detection. Drains energy.
      • Hold Fire- Ghost can holster his weapon, allowing him to move more quickly but preventing him from using Sniper Round or EMP Round.
    • Raider
      • Sniper Round- Fires a sniper shot along a line, killing enemy snipers.
      • Grenade (50 energy)- Deals 50 damage, temporarily disables Sensor Towers, destroys Sentry Drones.
      • Dash (50 energy)- Briefly increases Raider's movement speed.
      • Place Psionic Inhibitor (75 energy)- Place a Psionic Inhibitor which prevents enemy units from using Cloak, Blink, or Psionic Sense. Also protects allied snipers from detection by Psionic Sense.
      • Combat Shielding (125 energy)- Charges up a temporary shield which prevents the Raider from being killed by a single sniper shot.
    • Spectre
      • Obliterate- One-shot enemy sniper.
      • Ultrasonic Pulse (50 energy)- AOE effect; briefly stuns enemy snipers, temporarily disables Sensor Towers, destroys Sentry Drones.
      • Deception (100 energy)- Creates a mirror image of the Spectre which can only be distinguished by an enemy Ghost or Spectre.
      • Cloak (150 energy)- Prevents Spectre from being killed by enemies without detection. Halts energy regeneration.
      • Psionic Sense- Spectre can sense nearby enemy Ghosts and Spectres.
    • Phantom
      • Snipe- One-shot enemy sniper.
      • Flash Grenade (50 energy)- AOE effect; briefly blinds enemy snipers, temporarily disables Sensor Towers, destroys Sentry Drones.
      • Blink Step (25 energy)- Teleports Phantom a short distance, leaving behind a brief after image. Usable up to 3 times in short succession. Cooldown per charge: 5 sec.
      • Cloak (100 energy)- Prevents Phantom from being killed by enemies without detection. Drains energy.
      • Deep Cloak (25 energy)- Prevents Phantom from being detected while cloaked. Also prevents Phantom from attacking or seeing enemy units.

    Variants:
    Capture the Flag- Earn points through kills and capturing the enemy flag.
    Team Deathmatch- Fast respawns in multiple locations on the map. Earn points through killing enemy snipers.

    I'm looking for feedback and any people who would like to join me in playing the map on Bnet.

    Posted in: Map Feedback
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    posted a message on Detect when a unit steps on another unit

    @FIRETRUCKEU: Go

    I would look into using the Data Editor for this. You could give the turn pads a behavior (e.g. Look at the Science Vessel's "Irradiated" behavior) which searches for any units in range and performs a given action on that unit. Then, create a trigger which detects this action and checks for the desired conditions (i.e. unit type, unit is moving towards turn pad, etc.).

    Posted in: Triggers
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    posted a message on Massive Warfare cinematic

    @hentaiforeva: Go

    Did you use "Follow Unit Group with Camera" to control the camera and keep it on the Spectre? If so, how did you set it up? I've been looking at that action recently and found that it's a bit more difficult to use with non-default angles that would be expected if you want to have it correctly pointed at your target.

    Posted in: General Chat
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