• 0

    posted a message on How to make viking flee from ground attacks?

    @Bilxor: Go

    Wow, somehow you gave me the idea to try, and it worked! The reason causing this issue was the same as in the neighbor thread about "help" sounds not running. Damage effects inherited from "CEffectDamage" parent have different set of flags, which doesn't cause flee reaction. Unlike the ones inherited from DU_WEAP.

    Posted in: Data
  • 0

    posted a message on After a full year of grueling obsessive work it's done

    @deltronLive: Go

    Thanks!

    @Bilxor: Go

    Tha looks interesting, I'd like to play. When willl it appear on bnet as a full campaign?

    One year is alot of time, how did you manage to keep yourself motivated?

    Posted in: General Chat
  • 0

    posted a message on About "Help" sound mechanics, when unit is attacked somwhere

    @DrSuperEvil: Go

    The mystery is solved. There's DU_WEAP and CEffectDamage parents of damage effects. The first one causes the help reaction (minimap icon and "help" sound). The second one doesn't. The difference between them is some default flags. One of them is "Call for help" under "Search: Search flags". But this one alone is not enough, something else matters too, but I'm lazy to figure out what exactly, will just not forget to inherit new damage effects from DU_WEAP parent next time.

    Edit: the second required flag is Effect: flags -> "Notification". If these two present, the damage causes its target to call for help.

    Posted in: Data
  • 0

    posted a message on How to make viking flee from ground attacks?

    @DrSuperEvil: Go

    Just tried. Abils doesn't affect it, it seems. Tactical AI has "retreat" field, but enabling it doesn't seem to affect it either.

    Posted in: Data
  • 0

    posted a message on After a full year of grueling obsessive work it's done

    I turned sigs off, because some people put there shittons of useless shit I don't care about. So post the link explicitly.

    Posted in: General Chat
  • 0

    posted a message on How to make viking flee from ground attacks?

    Banshee flees from air attacks, but Viking doesn't flee from ground attack. What defines this difference? All responsible options on unit and weapon seems to be equal between them. I want a Viking-alike unit, that only has AA weapon to flee from ground attacks, but engage in battle as usual if attacked from air.

    Posted in: Data
  • 0

    posted a message on CybrosX Model Showcase

    nice

    Posted in: Artist Tavern
  • 0

    posted a message on Rock the Cabinet 2016?

    I don't see why not. Blizzard's doing well, warcraft movie and overwatch sold well, they won't notice spending 10-20k on a new contest.

    Would be nice if there were nominations like "best gameplay idea", "best story", "best tech", etc. Besides the absolute winners. So less mainstream maps to have some chances too.

    Posted in: General Chat
  • 0

    posted a message on [Showcase] NanaKey&Delphinium's Models

    How much time did you spend to create that death animation? It looks very thorough. And what about the model itself, did you create it as well?

    Posted in: Artist Tavern
  • 0

    posted a message on About "Help" sound mechanics, when unit is attacked somwhere

    There's "help" kind of sound under unit actor's sounds. I'm curious, what controls how frequent it shoots? I made a unit, and I want it to use that "help" sound when he's attacked outside the camera sight, but it doesn't seem to work. Anyone knows anything about it?

    Posted in: Data
  • 0

    posted a message on Overwatch Players

    TaylorMouse works on the importer for overwatch models it seems, so we may soon have all of them. Which will most probably lead to porn machinima rather than new sc2 units.

    Posted in: Off-Topic
  • 0

    posted a message on About the difference between bunker and medivac load command

    @ZMilla93: Go

    Right click is a "smart command" - some lower level mechanics to interpret right clicks as different commands depending on the abils units have.

    And yes, you right, creating dummy abils that would issue orders to units to act like I want instead of like the abil dictates - is a reasonable workaround. Not like I'm a fan of wrapping dummy stuff, especially if it's order issuing ones, but probably I'll have to go this way in this case, unless someone give a more direct advice about controlling how transport ability works.

    Posted in: Data
  • 0

    posted a message on About the difference between bunker and medivac load command

    @NazaraSC2: Go

    Yea, good ideas. I already tried them and decided to find another way, because:

    If I apply movement speed debuff, the problem remains: immobile medivac's load command doesn't force its target to move towards. Lazy fucker marine waits till it get picked up. One more little issue here is that minimum movement speed multiplier is 0.01, not 0. Very slowly moving medivac compromises the idea of a not moving medivac.

    Stun affects the ability to load units, by making it impossible to complete.

    Posted in: Data
  • 0

    posted a message on About the difference between bunker and medivac load command

    @ZMilla93: Go

    Thanks, nice findings. Somehow my medivac keeps moving towards the load target even if I turn off Move ability with a behavior. And I haven't found a way to modify "moveable" unit flag neither by behavior nor modify unit effect.

    So, maybe additional related question is: how to change "moveable" unit flag with data?

    Posted in: Data
  • 0

    posted a message on About the difference between bunker and medivac load command

    Why is bunker's Load smart command makes the target run to the bunker to load, and medivac's Load smart command doesn't make the target move, but forces medivac to fly towards target. Even if I disable move abil of medivac, it moves to the target to load.

    I'd like to force medivac to never move on load, so only the loadable unit to walk closer if he is being loaded by performing medivac's Load command. How could I do that?

    Posted in: Data
  • To post a comment, please or register a new account.