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    posted a message on [Solved] Why can my hero unit see higher?

    I have my map set on black mask everything until discovered. Normal units walk along side walls and cant see on top of then so they are still black masked BUT my hero unit can for some reason "unmask" over walls but not see the area. What is causing this?

    Posted in: Data
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    posted a message on Objective marker ?

    Great thank you!

    I did search for them in trigger but could not find them, i was only using the campaign dependencies but now when i added story then it did appear!

    It's offtopic but is it ok just to add it like i did in this picture or should i move it up/down?

    Posted in: Triggers
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    posted a message on Objective marker ?

    Any idea what the model is called? Tried allot to find it but can't...

    Very confused what you mean by (you can use directly with the words "reticle effect and text tag")

    Posted in: Triggers
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    posted a message on Objective marker ?

    How can i create a green objective marker like i show in the picture?

    Posted in: Triggers
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    posted a message on [Solved] Sound level of an sound effect?

    I found a nice sound i wanna use for a spell but its far to low so i need to increase the sound level of it, how do i do it?

    I noticed if I did play the sound many times at one that the sound level did go up but that cant be the best solution :/

    Edit: It was not in the actor but at the sound it self where i could be changed.

    Posted in: Data
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    posted a message on Apply force ability

    Would add a fun team play mechanic to find hidden area and solve puzzles.

    Posted in: Data
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    posted a message on Apply force ability

    I want to make an ability that apply a force on a unit that fly up in the air and then land. Now this part i already got but i want to make it so that it can also fly up on cliffs or across cliff gaps. Is this even possible?

    Posted in: Data
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    posted a message on Periodic offsets (many)

    I'm trying to make a "force gun" that will much units away in a line, much like the hybrid chock wave ability but in a line.

    Lets say i want to much units in the area 1.5*7 in front of the unit. to create a really powerfull effect i need allot of periods with a small offset between each period. Is there some way to just tell it to move 0.1 between each offset or do i need to enter the exactly location for each offset? Or is there a better way of doing it then having a persistent creating allot of search areas to get the unit be knocked away with some force.

    Example how i want it:

    Posted in: Data
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    posted a message on Best way to make custom status bars?

    Whats the best way to make custom status bars?

    The only way i know of right now is to make a dialog image and have it resize every time the hero vitals changes. This is however in my opinion very bad because the trigger is executed every single times any unit vital is changed (regen/damage etc), even tho the validators for the effect don't let the trigger run it still is tested and cause some trigger load.

    Another way would be to make it be a periodic trigger that update it rather fast but that as well aint very perefct.

    I saw in the released LOTV campaign maps that the hero had exactly what i want, any clue how that is made? Its what i want made by Blizzard, cant be bad :P

    So ideas or tips? is there some very good way to make custom status bars without to big lead on the map?

    Posted in: Miscellaneous Development
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    posted a message on Integer group?

    It it possible to make an integer group?

    Like if i want to take a random number between 1-50 but i do not want it to take the random number again so i want to remove that number from the "integer group" kinda like unit group. Pick a random unit from unit group, if its not the right unit remove it and pick a new random unit. I want this so it can speed up the process of finding the right number.

    Posted in: Triggers
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    posted a message on Sound at teleport start location?

    The things i just types did work however i did some more testing and found a option that was very important.

    Fog visibility had to be changed or else the sound did not play when i did teleport away because it was fog there then.

    Posted in: Data
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    posted a message on Sound at teleport start location?

    So Ability > persistent > search > persistent > teleport

    or.... Ability > search > set > 2x persistent > teleport

    With the two x persistent i should be able to create one at caster and one at target and have the sound trigger at the persistent at caster?

    Posted in: Data
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    posted a message on [Solved] Hangar unit leash range

    I did solve it by creating a persistent at the spawned unit that persisted until the unit did die and then in the expired effect i did order the source to retrain it.

    Posted in: Data
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    posted a message on Sound at teleport start location?

    This is probably a very easy task for most but i have been trying a long time now but just cant get it to work.

    I have a "teleport to base" ability that is an instant ability that create a search effect. It looks for the closest base unit and cast a persistent with an offset on the location. The persistent then use a teleport effect that teleport the unit to the base.

    The ability work perfect.

    I want a sound effect the be cast the moment the unit teleport to the base and i want the sound effect to take place from the spot i casted the ability. As it is right now i take place on the unit after it have teleported and no mater what i change it will still play at the unit.

    How the sound actor supposed to look like? Where have i gone wrong?

    Posted in: Data
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    posted a message on [SOLVED] Restoring default game camera after cinematic?

    How do i restore default game camera after a cinematic? Right now it kinda saves the dept of field settings and angles and things like that, makes it hard to play again :D

    Edit/Update

    After using my brain a few seconds i realized that "apply camera object" had to have a default camera to choose from and so it had....

    Posted in: Triggers
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