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    posted a message on Zealot Attach Points

    @Dryeyece: Go

    Thanks, that worked perfectly. I don't know where I failed exactly, I think I didn't put the attachments in the right submenu.

    Anyway, Flame Stag is now born.

    Posted in: Data
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    posted a message on Zealot Attach Points

    Hi,

    I have kind of a new question here. I would like to attack fire to both psi blades of the zealot.

    But, when I use "weapon" as an attach point, I have fire only on the left blade. If I use "weapon right" and/or "weapon left" as attach points, the game crash.

    Anyone know the trick for that one ?

    Posted in: Data
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    posted a message on Possible Morph Ability Bug?

    @Kueken531: Go

    Yeah, I just did some tests and it's exactly my conclusion. But the last time I tried that, I couldn't prevent a weird "explosion" visual bug. I was using "Remove unit" and not "Kill unit"... just hope I won't get that bug again...

    Also, my towers use Energy... I'm afraid a trigger would fully recharge their energy... Then again, I guess a variable could do it...

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Button ability does not appear.

    In fact, the only solution for that seems to be that you create a fake "morph" ability which is in fact an ability doing nothing... but activating a trigger that does the morph for you.

    That way, the editor is blind to that "maximum number of abilities".

    I did a test here... by breaking the "link" between my tier-2 and my tier-3, I solve it. So... a fake morph ability in this spot would work just fine.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Button ability does not appear.

    Hi there,

    I have the exact same bug on my map and I have only 29 morph abilities. BUT all my towers are linked to each other... which have a huge impact.

    I heard a unit can't have more than 35 abilities. The bad thing with that is that it counts all units that it could morph into to get that ability number.

    After that, you hit that random icon bug with abilities disappearing.

    I still didn't find a solution, but searching for one. If you get any solution, please, PM me or something like that.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Possible Morph Ability Bug?

    Is there a way to avoid that problem or that limit?

    Because I have the exact same problem on my map... In fact, I have only one tower that can evolve in MANY direction.

    Everything was fine until I add the LAST morph ability... now... I have that random bug...

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Weapon - Multiple Targets - Visual Bug

    @DrSuperEvil: Go

    Well... I did additionnal researches and here is what I foundt. It seems there is an actor conflict in my map! Noooooooooo...

    That blue blast is used by another tower when it uses the plasma blast. Somehow, it seems that actor is messy and link itself to other towers whenever I create a "Search" effect. So... I'm working on fixing those actors right now, but it creates a lot of new bugs (sound cutting, effects disappearing, etc.). Eventually, I should get thru it... at worse, I'll use few triggers to fix some stuff and it should work in the end.

    Thanks for helping... this is a mess... really... This is my first TD and creating all those towers isn't an easy job.

    EDIT Foundt the mistake. Was an error in a line I coded weeks ago. When the effect was ending, instead of saying to that plasma blast "destroy", I accidentally put "create". So, whenever an effect somewhere was ending, I had that huge plasma blast... oups! Because it was an effect ending (and not being created), it wasn't appearing as linked to any ability actually.

    Posted in: Data
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    posted a message on Weapon - Multiple Targets - Visual Bug

    @Kueken531: Go

    Well, there is only one actor (except the buff actor) and it's the attack actor. The Impact model for that actor doesn't include any blue blast. You can see that in the 2nd picture I linked I think... honestly... this is weird.

    Do you know if I can link a "Launch Missile" effect directly to a "Search" effect? Looks like that interaction might be the cause of the bug...

    Posted in: Data
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    posted a message on Weapon - Multiple Targets - Visual Bug

    There, I updated a picture, thanks for the windowed trick, did't know that. So, as you can see, there is a huge random blue blast on the left... there is actually a SCV under that acting like the third target. On the left of the screen, the error message seems to related it to the (Set) event, but I tried removing it from the chain and it changed nothing. So that error message isn't helpful at all...

    If anyone have clues on that, it would be very appreciated.

    Posted in: Data
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    posted a message on Weapon - Multiple Targets - Visual Bug

    Hi,

    I just hit a very random bug. I have been trying to solve it for the last hours, but without success.

    So, basically, I just duplicated the roach's weapon, Acid Saliva, keeping the same actors and models, not changing a thing here.

    Then, I created a new Search Effect (Area : 360, Max.Count : 3 and Aread Radius : 6) and I linked everything that way : Weapon Roach > Effect : Search > Effect : Launch Missile > Effect : Damage

    I wanted that weapon to fire at 3 targets at the same time and it worked perfectly... EXCEPT one of my targets always have a random blue blast on it. That effect or actor isn't even listed on the weapon or on any of the effect. I verified the "Roach Attack" actor, and nothing special there, no blue blast of some sort...

    Anyone have a clue on that one ?

    P.S. Before you ask, there is also a Behavior-Buff in all that (poison effect). I know the buff (and all events related to it) isn't the problem because I already tried to remove it from the chain and it changed nothing.

    Posted in: Data
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    posted a message on [Data] Dynamic Beam Chains (Intermediate Difficulty)

    Ok... fixed it, it works PERFECTLY in my map now, thanks for the tutorial, 4 bounces all the way.

    I just don't know how I fixed the bounces, but it works now... I did a lot of random stuff until I got it.... lol... :p

    Posted in: Tutorials
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    posted a message on [Data] Dynamic Beam Chains (Intermediate Difficulty)

    Now, my problem is different... no matter what I do, I can't get more than 3 targets in my chain. I wanted 4 for the coolness factor of it... even if I can work around only 3 targets...

    I did everything you said, including setting the last Behavior to "Periodic Effect".

    And everything link correctly in my effects and behaviors, I verified it twice.

    I even tried to add a fifth step so I would get 4... :p But nope... nothing bring me higher than 3... I could link 7... it seems it fails at 3.

    Posted in: Tutorials
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    posted a message on [Data] Dynamic Beam Chains (Intermediate Difficulty)

    @synik4l87: Go

    I had the same issue, but it is easy to fix. You have to specify your actor is create "At Source". I put it in bold down there...

    New actor named Beam 2 Attack with Actor Type: Action and Based On: GenericAttack

    set Beam: Beam 2

    set Launch Attachment Query +: Center (Direct)

    open Events + and create the following events:

    Effect - Beam Bounce 2 (Damage) - Start

    Add term : At Source

    Create

    Effect - Beam Bounce 3 (Damage) - Start

    Add term : At Source

    Create

    Effect - Beam Bounce 4 (Damage) - Start

    Add term : At Source

    Create

    Posted in: Tutorials
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    posted a message on Turrets and Charging Abilities

    @Vexal: Go

    Well... the problem from what I get comes from the "charging". The unit can fire its ability from any angle, that's not the problem but it have to face the target to charge the ability (for the prepare stage). If you can just tell me how to give a 360 arc to that charging, I would be glad.

    Posted in: Data
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    posted a message on Rotating a turret upon ability use?

    @Builder_Bob: Go

    Ok... so... I foundt a way to do that. It's far from being perfect, but it's better than random shooting angle.

    So, you have to go to the settings of your turret and you have to change the following values :

    Fidget chance array : Idle 100 (0 to everything else)

    Fidget delay max : 0.1 second

    Fidget delay min : 0 second

    Idle : Reset

    Yaw Start : 0

    So... that means that everytime the turret go idle (like when using an ability), it'll reset to it's original position. You must also remove any footprint on your turret.

    That mean the whole structure will rotate to face the target and the turret will be locked in the front angle, thus giving the impression your turret is facing the ennemy. Still... it makes your whole structure rotate... still better than nothing.

    Posted in: Data
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