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    posted a message on Compare missile vs unit height on damage

    I have a map where missiles can explode at varying heights from the ground. How can I make the area damage effects only affect units at similar height as the missile? I can't find a validator for this task.

    I would rather keep it in the data editor.

    Posted in: Data
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    posted a message on White detection ring

    I can't tell exactly what you need to change, cause I am not sure which circle you are refering to. I tried placing the Artifact (Assembled, Char) and it had no such circle as far as I could see.

    What I do know though is that all of these circles are made by actors of type Range. It varies what controls the radius; sight radius, behavior radius (detection), ability range, weapon range, or a manually defined value.

    You need to find the actor responsible for the circle you see (look through all the Range actors). Then either make it look up a value from sight, behavior, ability, weapon or just manually type in the range you want.

    Posted in: Data
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    posted a message on Untargeted missiles

    @ringot: Go

    A missile must have a target. When you use Effect - Target, the target will either be the unit or point you cast the ability on. When using Effect - Instant, the target will basically be the caster, that's why the missile blows up the moment you use it.

    There is a way around that though. There are a number of effects that will change the source/target/etc for the next effect in the sequence. One example is Search Area. The target will be the unit that was found. Another example is Launch Missile. Source will be the missile unit. Create Persistent is yet another example. Both source (not 100% sure about this, but I believe I found that in testing) and target can be manipulated

    Have the ability start a Create Persistent effect. This type of effect is very useful because you can start new effects on offset locations relative to your caster.

    Period: How many missiles do you want to shoot. Period duration: how long delay between each missile. Periodic Effect: launch missile effect of your choice. Target - Location: This will be the starting point for your missile effects. Change to Caster/Source so the missile will originate from your position. (I think this point will be the source point in the next effects, but I am not 100% sure) Target - Location Offset - End : See next line Target - Location Offset - Start : These two fields will decide the orientation of the effects originating from this Create Persistent. Draw a line from start to end, and you have the orientation. From Caster/Source to Target is usually the way to go. If both points are the same, the orientation will be fixed in one direction. I can't rememer which. Periodic Offset: This field will offset the target for the periodic effects originating from this Create Persistent. Y changes the target forwards and backwards, while X changes it sideways. Keep in mind the orientation defined by location offset start/end when modifying these fields.

    I hope it's understandable.

    Posted in: Data
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    posted a message on playing only parts of a sound

    Can sounds in the data editor be set up so only a short sequence of the sound will be played?

    There are many fields about offset, mute, fade, etc. but I don't understand any of them.

    Posted in: Data
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    posted a message on Must Target Visible Location

    @Alzarath: Go

    In your ability, unckeck the flag Require Target Vision.

    Edit: Glad you found out. Didn't know they had used a validator as well. Good catch

    Posted in: Data
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    posted a message on Make Launch Attachments follow unit

    bump

    Posted in: Data
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    posted a message on Changing behaviour values while active

    @dudeim: Go

    I tested it as well. Quite disappointing. Really too bad. Could have been useful.

    Posted in: Data
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    posted a message on Changing behaviour values while active

    Interesting. If it was so then you'd be able to make generic behaviors and effects and cast them from the trigger editor with your specified values.

    I don't know the answer, but I'll test it soon when I get time if nobody have done it before then.

    Posted in: Data
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    posted a message on Make Launch Attachments follow unit

    When I make an action actor I can define the launch model in the Launch Attachment Query. This looks great for most things, but I have some effects that doesn't look too good if the unit moves while attacking. Is there a way to make these attachments stick to the attachment point while the unit is moving?

    One example is the muzzle flash from the Goliath's autocannon.

    Posted in: Data
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    posted a message on Behavior: Create unit on init. Destroy same unit when main unit is dead.

    There may be more than one unit owned by the same player of this type, yeah, that's the problem. It also has to kill exactly the same as was created, else it will mess up other parts of the map.

    Thanks for the reply though. Only thing that needs changing is getting the kill effect to reference the created unit somehow. I'll mess around with it and maybe I'll be lucky.

    Edit: As for resorting to triggers, sure that would make it a whole lot easier, although not as modular. I would like to keep it within the data editor if I can.

    Edit2: Wouldn't it be a way to constantly link them, and then destroy the other if one dies? Here's just an idea I haven't fleshed out yet. Behavior -> Effect create unit -> search for unit around location of the type just created -> link them with create persistent (?) The create persistent will periodically check if both are alive. If not, kill other. A bit unsure about the linking part still, but it should work I think.

    Edit3: Yep, it worked. It even survived a test mass spawning and killing this unit type. Thanks for your input :)

    Posted in: Data
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    posted a message on Behavior: Create unit on init. Destroy same unit when main unit is dead.

    How would I go about making a behavior that creates a unit on init, and then removes that unit again when the unit with the behavior dies. The behavior is given to a unit as a default behavior, so the creator and the created will always come in pairs.

    I have the behavior which creates a unit on init set up, but I am not sure how to reference the created unit on death.

    Multiple units of this type may be on the map at thesame time, so I don't think I can search for the unit type in question and destroy it, as it might pick the wrong unit.

    Posted in: Data
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    posted a message on (Solved) Cast ability without turning

    Didn't know about that flag. It kept the unit from turning, which is good. From my limited testing so far it seems it just skips all cast/finish/etc times though. Do you know how to keep the casting times intact while still not turning?

    At the moment I'm working with the ability type Effect - Target. I've been considering using Effect - Instant so there is no target to turn towards. However, this creates the problem of not having the target unit/point to work with in my effects...

    About the turret, I'll worry about that after I've figured out the first bit properly. I just put it up there to give you an idea of what I want to do.

    Edit: Setting uninterruptible flags doesn't help when using Transient flag; It's still instant cast. Uninterruptible Prepare makes the ability uncastable on the other hand.

    Edit2: I was able to simulate the effect I wanted by setting the unit's Stationary Turning Rate to 0. When keeping the regular Turning Rate to 360 I am able to still turn the unit through triggers, which is what I need. Now I just need to figure out how to turn the turret when casting the ability. Something that seems nearly impossible from what I've tried as well as read. I'll post it if I have any success.

    Posted in: Data
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    posted a message on (Solved) Cast ability without turning

    How do I make a unit cast an ability without turning. The ability needs a cast time.

    In addition, how can a unit turn it's turret towards where it is casting?

    I want both of these to work together, but can't figure out how to do it.

    Posted in: Data
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