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    posted a message on Autocast stimpack also at close buildings?

    I haven't worked with validators much, but you could check to see if there's one for structures? Buildings don't count as units, so that may be the problem.

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    posted a message on Animation and Attachment Issues

    @DrSuperEvil: Go Thanks, that sounds like it'll work. Only problem is, I can't figure out how to offset a model actor :/ I thought I knew how to do this sort of thing, but I can't seem to find offsets for it.

    Posted in: Data
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    posted a message on can i make an no energy quote from all units (i hate the standard not enough energy)

    @rikky333: Go Not really sure what you mean, since those sounds don't seem to be default to the units (making a new map and testing when those units have no energy, all make the default ("ERNG!") sound for me). I haven't played the campaign in forever though... But if they're campaign specific sounds, you could try checking the campaign maps for them. Essentially, I believe you're looking for specific sound actors; if you can find them, you should be able to copy them to other units. It could also be triggers, of which I have no experience in so far :/

    Posted in: Data
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    posted a message on Animation and Attachment Issues

    Hope these aren't stupid questions, but I honestly can't find any answers in the forum for these; but the missile weapon I made makes the unit (currently the Marine) play its attack animation, which I need disabled (since it has a gun weapon which plays the attack animation, but the missile weapon seems to interrupt it even though I have their linked cooldowns unchecked). My other question, is there any way to get the missiles to appear to be firing from one or other of the shoulders? I've been able to make them fire from the chest and head, but I don't know how to find out any of the models valid attach points, or if it's possible to make more (or even use x,y,z offsets from the head).

    EDIT: Solved the animation issue... apparently the only place I hadn't checked was the unit's actor, which I changed an event there to only play the attack anim with the specified gun, rather than any weapon.

    Posted in: Data
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    posted a message on (Solved)Weapon Charges Linked to Ability?

    @Kueken531: Go I'll give that a try :) Not sure what I did, but it works now. Regardless, the augment seems more realistic in concept xD Thanks again for the help.

    Posted in: Data
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    posted a message on (Solved)Weapon Charges Linked to Ability?

    I think I found what I was looking for with the modify unit effect... and in the cost tab, it looks exactly like what I need, but it still doesn't seem to be doing anything to the ability; if I put the "usage charge count" as -1 (instead of 1 which does nothing), it does say that it's already full... so I'm pretty sure I have the right variables, I just seem to be missing something.

    Posted in: Data
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    posted a message on (Solved)Weapon Charges Linked to Ability?

    @Kueken531: Go Ah I see... I'll try an effect then. Any idea what kind of effect type I'd need to use?

    Posted in: Data
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    posted a message on (Solved)Weapon Charges Linked to Ability?

    @Kueken531: Go Thanks for the answer. Your workaround ideas gave me an idea: would a behavior work? Say, every time the weapon fires, it places a behavior on the caster, which removes a charge from the passive ability?

    Posted in: Data
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    posted a message on (Solved)Weapon Charges Linked to Ability?

    I'm trying to get my weapons to display their charges, but unless there's an option I don't know about, it doesn't seem to do it on its own. Abilities do though, so I was hoping to link the charges to a passive ability simply so I could display the weapon's ammo in the command card. But the link aspect for weapons seems to act different than the one for abilities... But is it still possible? I have both links (in cost) called the same thing but so far it doesn't work. So If not, is there another, possibly easier way to display weapon charges?

    Posted in: Data
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    posted a message on (Solved)Ranged Attack Delay

    @Ahli634: Go Perfect... It took some adjusting (as a high damage point seems ignored if there's a low period... so I had to make the period and damage point the same), but it works the way I want. And I appreciate your complete explanation; helps me understand how everything works. Does that mean that anything "channeled" means they're stuck doing their attack until it's finished?

    Posted in: Data
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    posted a message on (Solved)Ranged Attack Delay

    I want all my ranged weapons to have attack delays BEFORE they attack (like how bows need pulled back before shot). I tried reload duration, but it seems like just another cooldown. I read somewhere that that's what backswing did, but changing that in both my melee and ranged attacks did nothing. (my melee attacks are edited duplicates of zergling claws, and my ranged is an edited duplicate of hydralisk spines). Any help is greatly appreciated.

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    Sadly, it looks like the location arc validator is borked; either that, or no one knows how to use it. Looking through the forum, I've seen a few people having this same issue, and no responses. I even checked the wiki, and the section is blank :/

    Posted in: Data
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    posted a message on Make my marine stay within 10 of a barracks.

    @BallsButNoSack: Go

    You'll probably want an apply buff effect in the aura buff's expire effect.

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    @Claymuffin: Go

    It happens :) I'm pretty sure this is our answer though; it probably just needs adjusting. So I'll see if I can figure it out.

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix

    @Claymuffin: Go

    Yeah that's what I was thinking :) I've just never worked with arcs yet. But so far I've learned two things while helping :D

    Posted in: Data
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