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    posted a message on Units sometimes don't attack in attack movement mode.

    It means that some of units based on soldiers like marine or marauder, and others based on tanks. So the problem concerns vehicles. There is a tank, for example, which always attacks enemy infantry when it gets in its fire range when it moves in attack mode. But it doesn't attack enemy vehicles when they come into range. Just passes like they aren't enemies. And they attack those units when I rightclick on them.

    I've created the weapons for my vehicles, so I think it's kinda weapon options problem.

    And my buggy unit which is based on neutral buggy unit from compain even RETREATS when he got under attack. I want it to attack the attacker, not retreat cowardly. I've set all the flags like in Hellion's object. But it still doesn't attack enemy vehicles and retreats.

    And there is another problem, maybe it's linked with not-attacking problem. When there are alot (10 for example) of my rocket tanks attacks a target, it gets damage from some rockets, not all of rockets, but from some of them, like there only two tanks are attacking. Maybe it will give you idea about the main issue. But this damage problem needs to be fixed too...

    Posted in: Data
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    posted a message on Units sometimes don't attack in attack movement mode.

    I've created a map and noticed strange kind of bug. There are 2 kinds of units: infantry and vehicles. Vehicles sometimes don't attack enemy vehicles when they move in attack movement mode. Is there any option that makes unit to attack any enemy units without any conditions?

    I just have no idea what kind this bug of and what objects shouldI check to solve it.

    Posted in: Data
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    posted a message on The Z

    Thnx, Zyff, fixed.

    If anyone wants to try it with me - just add me Zolden.929 on EU.

    Posted in: Map Feedback
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    posted a message on The Z

    I've created a remake of the old good Z. http://en.wikipedia.org/wiki/Z_(video_game)

    Those who familiar with the original Z, would like to try it in SC2 reincarnation, I guess.

    For otheres there are the machanics:

    Your aim is to destroy your enemies fortresses. Every player has a fortress and a couple of units at start. You need to capture map areas to get access to production buildings which builds units. To capture the area you have to move your unit to the area's flag. Production buildings are autospawning, so you just have to pick a unit you want to build. There are 6 tech levels of buildings, so if you want to build mighter units, you have to upgrade your buildings.

    There are units you can build in buildings:

    • 6 kinds of infantry
    • 5 kinds of vehicle
    • 4 kinds of turrets

    Infantry can snipe vehicle drivers and capture it then. Missiles fly slow, so you can try to micro.

    My aim was to unite together dynamical tactic playing of SC2 and strategic leisurely multidirectional playing of Z.

    The game is present on RU and EU servers as

    Zed Beta

    It's 4 player kind of map.

    Posted in: Map Feedback
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    posted a message on How to unite different areas into one multiareal area?

    I've painted alot of areas. I need to unite them into one area to make just one enter area event instead of n. Is there any way to do it? I can't make multiareal area in multiareal area editor because my areas are terrain-dependent and I can't see my terrain while using useless multiareal editor.

    Posted in: Terrain
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    posted a message on Explosion not linked to Missile death

    I had similar problem and it was solved, have a look: http://forums.sc2mapster.com/development/data/21164-solved-three-missiles-persistent-cause-one-blast-effect

    There is what you have to do:

    1. Create StyleOneShot type of actor.

    2. add event:

    • Effect.DamageEffect.Start
      • At Effect
      • Create

    DamageEffect here - is the effect which happens after your missile expodes.

    3. Link your animation model to the event.

    Posted in: Data
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    posted a message on [solved] Three missiles (persistent) cause one blast effect. How to get 3 blasts?
    Quote from BorgDragon: Go

    You add the event

    Effect.DamageEffect.Start At Effect Create

    in a separate actor, of type StyleOneShot(or is it OneShotStyle... whatever), then you link up the "explosion/impact graphic" model to this actor.

    This advice soved the issue. Thank you!

    Posted in: Data
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    posted a message on [solved] Three missiles (persistent) cause one blast effect. How to get 3 blasts?

    1. Do you guys mean Action Actor of the weapon? Because there is projectile actor also present, but i think you don't mean it when you speak about actor events.

    2. Tekaichi.

    What do you mean by "use Damage Effect Start event on actor"?

    I have the standart event in my actor:

    • Effect.MyDamageEffect.Start
      • AtCaster
      • FromEffectTreeDescendant
      • ActionImpact

    Do you mean this one?

    I think it just reproduces the Impact effect model when my first missile collides. But there are 3 missiles. Second and third missiles case their damage correct, but they doesn't have collide animation like the first one.

    I have even created 2 more Damage Effect events for my actor, but it did nothing.

    3. BorgDragon

    I have created following event in my Action Actor:

    • Effect.MyDamageEffect.Start
      • At Effect
      • Create

    It didn't change anything. So have I created the action you meant and it just don't work? Or I did something wrong?

    Posted in: Data
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    posted a message on [solved] Three missiles (persistent) cause one blast effect. How to get 3 blasts?

    I've set both Action actor's and Projectile's actor's share fields to "always", then to "for each effect tree", but nothing has changed, still just one blast.

    Posted in: Data
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    posted a message on [solved] Three missiles (persistent) cause one blast effect. How to get 3 blasts?

    I've created a weapon which launches 3 rockets which spread like a fan (fig 1).

    But there is just one impact model animation plays at central rocket. Two others cause their damage effect, but without animation (fig. 2).

    The question: how to get 3 blast animations for each rocket?

    The spread effect is defined by persistent's field of Effect - periodic offset.

    Posted in: Data
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    posted a message on [solved] what makes missiles/beams to income from tips of attacker arms?

    Well, I've solved the launch site issue by changing unit from zealot to zealot prizoner. Prisoner uses his left and right hands alternately to attack. Usual zealot uses left hand and stomach. Dunno why.

    So, now I got everything I wanted when starting the thread, so, I'll just mark it as solved.

    Thank you guys!

    Posted in: Data
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    posted a message on [solved] what makes missiles/beams to income from tips of attacker arms?

    I have 2 more questions now:

    1. I have weapon's effect = Launch type, and Launch effect's effect = Damage type. It works.

    But when I set weapon's effect = persistent, persistent's effect = Launch type, and Launch effect's effect = Damage type - it doesn't work: my unit swinging his arms, but there is no launch/damage effects. Why? How to make persistent work?

    2. When I use simple Launch and Damage scheme, it works, and I have AMFilterWeapon value in Launch Attach field of actor, but my unit (zealot) still acts strange: when he attacks with his left hand, launch incoming from the tip of his hand, but when he attacks with right hand, launch incoming from the center of his body. So how to make him to launch beam with right hand either? Like marauder who use both hands to attack?

    Posted in: Data
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    posted a message on [solved] what makes missiles/beams to income from tips of attacker arms?

    I've tried to change Launch attachment point of Phoenix Ion Cannon actors and it worked strange: one of ion beams started to income from unit's arm, but the second one kept incoming from its center.

    So I've decided to create my own weapon. I've created it having Phoenix Ion Cannon as example and I've created all objects needed for weapon. But there is a difference I don't know how to equalize:

    My Action actor doesn't have effectLaunch field at top. It only has Impact Effect. All types and fields of all effecs/agents/units etc are equal or similar, but I still don't have effectLaunch at my actor. Look at pictures I attached: (my editor is russian but you'll recognize the thing)

    So, how to get that effectLaunch field?

    Posted in: Data
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    posted a message on [solved] what makes missiles/beams to income from tips of attacker arms?

    Some projectiles inome from the center of the unit, some - from his arms. What defines this difference?

    Posted in: Data
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