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    posted a message on Battlecruiser Plasma Version

    @xcorbo: Go

    Yes, it was seen in the Terran Gameplay Trailer. I have attached it here.

    Posted in: Artist Tavern
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    posted a message on Battlecruiser Attack Attachments

    @Kueken531: Go

    Awesome. That helped me to arrange the Sets to make it work.

    Posted in: Data
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    posted a message on Battlecruiser Attack Attachments

    I'm trying to use the Plasma Battlecruiser model and recreate the Plasma Ray ability that was shown in the old Terran Gameplay Trailer from Blizzard. This ability causes the Plasma Battlecruiser to shoot lots of missiles from the front turrets only the Plasma Battlecruiser has.

    Now, I have problems to accomplish that (the ability itself works). I looked into the Battlecruiser Air and Ground Attack Actors, and in the "Attachment - Launch Attachment Query +" there is a method called "AMFilterWeaponSetA0" which I think contains all the attachments for the air attack (for ground it's "AMFilterWeaponSetA1"). If I use these attachment methods for the ability, it works, but I don't understand how all the attachment points are stored in these methods.

    The only clue I have is that the attachment points that are used for the ground attack indeed begin with the number "0" (->AMFilterWeaponSetA0) and the air attack with the number "1" (->AMFilterWeaponSetA1). The attachment points of the turrets in the front begin with number 2, but if I use the AMFilterWeaponSetA2, then the Missiles shoot from the attachment of the Yamato Cannon. Is there something I did wrong?

    Posted in: Data
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    posted a message on Battlecruiser Plasma Version

    @zorbotron: Go

    I have found the names of the missing Textures. They are called BC_Plasma_turret.dds and BC_RED_turret.dds. They are not in the data assets of the Editor (with all depencandies enabled). What a shame...

    Posted in: Artist Tavern
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    posted a message on [Solved] Edit Creep Tumor Footprint

    @Exaken: Go

    Great, thank you! It worked. Still very bad you have to do it this way.

    Posted in: Data
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    posted a message on [Solved] Edit Creep Tumor Footprint

    @TheAlmaity: Go

    The Sensor Tower uses the Footprint 1x1 and has "Creep" checked in the "Invalid" section, therefore I cannot place the Creep Tumor on Creep anymore. Unchecking it results in destorying the "Shape" section and the collision. :(

    Posted in: Data
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    posted a message on [Solved] Edit Creep Tumor Footprint

    So since the search function didn't help me because most threads found didn't include a solution, I will ask here again.

    I'm trying to modify the Creep Tumor's Footprint so that it doesn't require creep to be placed on. In the Footprint, there is a section where you can set the requirements like "Creep" or "Near Resources". When I uncheck the "Creep" requirement, then, if I close the window, the "Shape +" line is reset and only says "Regular: 0". In the game then the Tumor is indeed placable anywhere, but it doesn't have any collision.

    If I check "Creep" again, the Shape doesn't change and stays as if nothing happened. I just want the Queen to be able to place a Creep Tumor anywhere, but the Creep Tumor shall have a collision as long as its constructing (like it's by default). It's really frustrating and I somehow believe, that footprints are damn broken. Or am I wrong and forgot to do something?

    Posted in: Data
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    posted a message on Queen turns while placing Creep Tumor

    Hi there,

    I noticed that the Queen always turns around when she places a Creep Tumor. How is that done? In the Queen's Actor events, there is no such thing that changes the rotation/facing. And in the ability itself I cannot find a flag or entry that forces the Queen to turn around. Has anybody an idea how it is done?

    Posted in: Data
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    posted a message on Losing shields based on current shields

    Hello,

    I'm trying to reduce the shields of a unit once he uses am ability by 50% based on the CURRENT shields, not maximum shields. Also, the unit shall loose the shields over 1.5 seconds.

    The Modify Unit effect seems to only work with maximum shields, and adding a behavior reducing the life regeneraiton doesn't work here, too. So, is there a way to make my idea possible? Thanks in advance.

    Posted in: Data
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    posted a message on Battlecruiser Plasma Version

    @Oatin: Go

    Here is a picture of the Plasma Battlecrusier. Does noone have a clue how to fix this? I don't believe this. :(

    Posted in: Artist Tavern
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    posted a message on Battlecruiser Plasma Version

    Hello artists!

    Currently I'm remaking the old Battlecruiser concept of Blizzard which featured two versions of the Battlecruiser depending on the weapon choice. Now, in the Galaxy Editor with the Campaign dependency enabled there is indeed a model called BattlecruiserPlasma.m3, but the turrets in the front seem to have no textures. Is there a way to fix this? If yes, how? I have only little knowledge about models and textures, so is this a difficult thing to do or can it easily be done by an experienced modeler?

    Posted in: Artist Tavern
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    posted a message on Movable unit with Power Source Behavior

    Hi there,

    has anyone tried to give a unit which can move the Pylon - Power Source Behavior? When the unit is near a Protoss structure, is the only power source there and moves, then the Protoss structures go crazy and play the 'Powered Up' Animation like every 0.1 seconds. Everything else works fine, but the animation really kills the effect.

    I have looked at the Actors and the Behavior itself, but I haven't found a solution to fix this issue. I even tried to create an aura that somehow turns the Power State of nearby Protoss structures on and removed the Behavior from the Unit, but it didn't work. Has anyone an idea how to do this?

    Posted in: Data
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    posted a message on [Q]Re-Skinning models?

    @xcorbo: Go

    While this could be possible, there is an issue here: We want to change the texture ingame. So we need both the old and the new texture.

    Posted in: Artist Tavern
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    posted a message on Put a unit into "combat-state" via Effect
    Quote from RebeliousDragon: Go

    I could be missing the point here but I would try setting up a buff behavior that had -shield regen, thus preventing any shields from regenerationg for the duration.

    The Caster benefits from an Upgrade with many levels which reduces the shield regeneration delay. This way I would have to create many behaviors with a specific duration.

    Edit: Actually I just noticed that you can change the duration of a behavior via an Upgrade. In that case, this should work for now.

    Posted in: Data
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    posted a message on Put a unit into "combat-state" via Effect

    @b0ne123: Go

    That's really bad news... The shields are lost because the ability's costs match the maximum shields of the caster, and not because of an effect.

    Posted in: Data
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