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    posted a message on Let unit move while in graviton beam.

    In the end I got it so that it lifts the guy up and I can move around normally and that all works, but yer the guy stays in the air after (because behaviour is still active) So now just need to sort out the trigger to drop the guy at the right time. Also how do I make the trigger affect the guy that the ability was used on, cant see the right thing under function or is it triggering unit?

    Thanks guys

    Posted in: Data
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    posted a message on Let unit move while in graviton beam.

    @Bommes: Go

    How do I make a trigger activate when an effect duration ends? I can't find any Events for that. Do you happen to know which effect has the duration to the move?

    Thanks

    Posted in: Data
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    posted a message on Let unit move while in graviton beam.

    @DrSuperEvil: Go

    When I change the effect flag and uncheck channelled, I can move around and it works as I want but the unit is still on the ground and attackable and it looks really wierd because it stretches the legs a lot, so he floats up and the legs stay on ground stretched. It's the only thing I've found that allows me to move around though.

    EDIT: And looking at the graviton beam behaviour all the movement speed multipliers are set at 1, so I'm still puzzled what is making the guy stay still.

    Because I think unchecking channeled under flags for anti gravity (persistant) effect stops a sequence of events including the movement paralysis, and whatever makes the unit float correctly. So I just need to find the movemnt stopper and fix it up, but can't see it anywhere.

    Posted in: Data
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    posted a message on Let unit move while in graviton beam.

    Hi, does anyone know how to allow the casting unit, a dark templer in my case move while using graviton beam? ATM he just stays there doing nothing.

    Posted in: Data
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    posted a message on Morpheus.. Testers Please

    Hi guys.

    A bit about the game..

    Morpheus is a single player game where you are a war criminal who escaped from a prison during an alien invasion on earth, one of the asteroids blows up your prison. You have the ability to steal other peoples powers (like Sylar from heroes) so you take advantage of the situation and go around gathering as many powers as you can from mercenary camp leaders. Eventually you meet up with the aliens leader who has powers beyond this world.

    Me and my partner have been working on it for around 5 weeks now. The game is probably a little past alpha state, but it needs to be as balanced as I can get it by Tuesday. So any and all help would be wonderful.

    A bit about me..

    This is my first level to ever make in the SC2 editor, It has been a blast to work with. This is an assignment for one of my units that I am taking. All feedback good or bad will help me out a lot.

    How to play it..

    It should be published under battle.net EU. If you go to custom games and then search QUT2012_Morpheus you should be able to find it.

    If you could leave feedback in this thread..

    I am after any feedback, moments you enjoyed, didn't like, areas you got lost in, encounters that are too hard or easy. And balancing issues (I am aware there are a few) and any other kind of information that popped to mind to try and make this game more enjoyable. Any areas where you think an unit/ability needs extra or less damage, speed, health, cooldown adjustment.

    I will be updating it and fixing bugs and republishing it over the next couple of days. At the moment in the current version issues I am aware of are the:

    1. Enemy boss healthbars not disappearing off the screen 2. The error message that sometimes comes up when morphing into ghost form about the shield 3. The initial cooldown that Psi Storm has when you first get the ability (don't know how to make that disappear.

    Thanks.

    Posted in: Map Feedback
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    posted a message on Cant Publish due to these errors.
    Quote from Trieva: Go

    For the errors on the left try: File -> Dependencies -> Add Standard

    Then pick what's missing.

    With the file size, try: File -> Preferences -> Documents

    Then choose Smaller File Size

    Tried going to dependencies and they are all listed.

    Posted in: Data
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    posted a message on Cant Publish due to these errors.

    Hi guys. looked online and can't find an answer. Really need to try and sort this out before Sunday.

    I couldn't find the right section to post this in, as it is more of a general editor problem. But move it if you need to.

    Edit: I have never published a map before, so really have no clue.

    Posted in: Data
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    posted a message on Spawning enemy when multiple enemies die?

    So atm I have it so when the player walk's into a region just outside of the base all the enemies spawn at various points in that base. Now I want it so the boss (whole is in a open prison) spawns when all the other units are dead. But having a look i dont see anything like "units die in region" Only "unit dies" which can only be targeted to one unit.

    So Ideally i'd like to set a region in the whole base, then when there are no enemy units within that region (or player 2 units) then boss (player 3) spawns. Any ideas?

    Thanks

    Posted in: Triggers
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    posted a message on Removing animation from a doodad (smoke)

    @Telthalion: Go

    Ok, thanks, might use that, for the mean time since the other option is a little bit buggy, I've just added an asteroid that's landed in the cave and since its still hot the smoke is coming from it instead of the cave entrance :P

    like this, looks alright and goes along with the theme/story. Waterfall to this, limitations in the editor just lead to more creativity.

    It's only my first map so doesn't need to be perfect this time round.

    Posted in: Terrain
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    posted a message on Removing animation from a doodad (smoke)

    Ok, I ended up scrapping the waterfall and am making the transition with the cave doodad, but this brings another problem (seems to always be the case fix one to gain a new haha). I actually like the look of the cave and how it turned out. But the problem is by default it has a smoke animation which i dont like/doesn't suit. I had a look at the cave entrance actor and couldn't see anything to turn it off (probably missed it) but does anyone know how?

    Thanks once again, Nic

    Posted in: Terrain
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    posted a message on Removing animation from a doodad (smoke)

    @Taintedwisp: Go

    Have tried that but the cliff tool jumps into adding big sections, is there a way like with the doodads (holding shift lets you put it anywhere and make micro adjustments) can I do that with the cliffs so I can make micro adjustments rather then it adding big chunks?

    Because atm It adds either not enough or more cliff area then needed so then I need to add another water square to make it go to the end putting me back at square one, but if I could micro control it then I could get it just right.

    Posted in: Terrain
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    posted a message on Removing animation from a doodad (smoke)

    Hey so i want to have a stream on higher ground and then use the waterfall doodad to have it fall into a bigger body of water on ground level. Now the problem is when putting down the water it is done with the squares. And the cliff goes through one of those squares. So I can either have water on the top level or the bottom level.

    So ultimately water is either mising from the last bit of the stream or the first bit of the big body of water since I cant have water on both levels. The other thing is if it is on the top bit, it hangs out and the water "floats" making it look really bad, is there a way around this or is it not possible?

    Posted in: Terrain
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    posted a message on Enemy is shooting through doodad structure.

    Hey so not sure if this should be under terrain or here, but it seemed more of a technical question, but feel free to move it if it belongs somewhere else.

    Example picture

    Attached is the Doodad im using. So I like this one because the unit can go inside it. Now before the units could walk right through it, So I added a path border around it that units can't walk through forcing them through the door. But now the problem is they can still shoot through it. I would like it so they come outside to shoot when I get within range. Any Ideas?

    Posted in: Data
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    posted a message on A few problems.

    @Neonsz: Go

    Thank you

    Posted in: Data
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    posted a message on A few problems.

    @DrSuperEvil: Go

    Ok, will see if I can work that out and have a go at it, one last question.

    Is there a way to disable fog of war so I can see everything? Will make testing a lot easier.

    Posted in: Data
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