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    posted a message on A few questions

    @DrSuperEvil: Go

    Hmm that's true. I haven't been able to figure why the missile isn't working, so I just changed it entirely. However, if I ever have a rotation issue like this again, I'll try that. For now at least I know how to do rotation that works most of the time lol. So thanks again for all the help :)

    Posted in: Data
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    posted a message on Actor issue together with Search Effect

    @Nashadun: Go

    I think the main issue is because it's attached to the effect... Attach it to the ability (or whatever calls the search) and see if it fixes it.

    Posted in: Data
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    posted a message on Behavior for creep speed

    @kmkkmk: Go

    Doesn't look like it; in the movement section of behaviors, there doesn't seem to be an option for it like the units. It does have the normal movement adjustments though, so duplicating the CreepMove behavior seems to be your best option.

    Posted in: Data
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    posted a message on How to make Carrier Launch Interceptors while moving?

    @DrSuperEvil: Go

    Couldn't you make it a passive ability instead then? Not sure if this would be acceptable to the OP though, but I'm curious.

    Posted in: Data
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    posted a message on Actor issue together with Search Effect

    @Nashadun: Go

    Are the actors linked to the thing creating the search effect, or are they linked to the search effect?

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

    @Claymuffin: Go

    I figured it out... sorta. In the "Graviton Beam Attack Charge Model" actor, in the properties tab, it seems one of the "inherited properties" was interfering with the particles part of the animation. I'm not sure which one, since I just unchecked all of them lol (though it's likely tint color or opacity).

    Also, if I think I know what you're saying, you might be able to solve the last one if you use validators... maybe on the persistent effect? That is, supposing it'll stop its remaining periods if the validator fails. Something to try anyway.

    Posted in: Data
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    posted a message on Custom ability - Many issue to fix
    Quote from Claymuffin: Go

    @Spudtop: Go

    1) I'm using the purifier charge up animation for my ability charge actor. Only the wave part of the animation is visible, but the second is not (there are no particles). It work fine on the original purifier, but the animation is broken on my unit, why?

    Whoops... I thought I was solving your first one, but I guess it was the third. Sorry about that. This is the same problem I was having with an ability... See the problem is, the original ability uses a behavior on itself, and the animation starts and stops based on the behavior. But you can't do that with this, since it's a target ability... So looking at the actor with your ability prepare start and stop, looks like it should work :/

    I'll work on it for a bit and see if I can figure it out though. Unfortunately I haven't worked with turrets yet, so I probably won't be able to help you on the last one.

    Posted in: Data
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    posted a message on A few questions

    @DrSuperEvil: Go

    Yup. Or rather, its missile actor, since the model doesn't have a hosting section.

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

    @Claymuffin: Go

    Sorry for spamming.... But I think I have a solution to the behavior issue too. You have it in the Set effect, which is why it only applies once. Remove it from there, and instead open up the persistent effect; add your apply behavior effect into the period effects, and it should do it alongside the damage.

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

    @Claymuffin: Go

    As for the sound... There seems to be the option to import them, so you could always try and copy and edit the .wav file, cutting out enough of the middle to match the length of your beam, and then import it as a new sound. Beyond that, I don't know... I don't see any options to crop existing sounds.

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

    @Claymuffin: Go

    Ok I found a solution to the first one... basically, you have the wrong actor selected for the beam in your "graviton beam attack": since "mothership attack" isn't a beam actor, switch it with "MothershipAttackBeam" and it should show it. The problem now however, is the beam never stops. So in the MothershipAttackBeam events, add an event:

    Msg Type: Effect

    Source name: Graviton Beam persistant

    Msg Type: Animation Bracket Stop

    Name: BSD

    Probably not the best way to do it, but this saves you from having to make another beam actor (still works for both units).

    Posted in: Data
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    posted a message on A few questions

    @DrSuperEvil: Go

    I think there must be something wrong with my missile actor, or maybe the mover is conflicting with it? Because I tried my new SOp actor on the caster, and it worked just fine, but not even default SOp actors (like the SOp 180) will work on the missile :/

    I'll do more studying on animations and sounds... so I might as well set those to solved for now.

    Posted in: Data
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    posted a message on A few questions

    @DrSuperEvil: Go

    Thanks for the reply... and sorry for the late response.

    For the explicit rotation, what variables do I need to change? The forward and up vectors don't seem to change anything; I did make sure to link it to my missle, and also put it in the model actor's host site operations section... but it doesn't seem to change anything.

    For the scale issue, the flag checked or unchecked didn't seem to make a difference; but I was able to fix the problem by changing the scale on the actor instead.

    For the animation, I already have play forever checked. It works with the shield, but not the explosion. I even tried duration, but it doesn't change anything.

    You were pretty close about the attachment... I found an "attach overhead" actor in the site operations for some reason. Removed it, and it's positioned fine now :)

    I'll need to try that with sounds... But I take it sound playing is actor > event driven?

    Posted in: Data
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    posted a message on A few questions

    I'm going to try and record a video of what I've got on my map so far, but before I do I wanted to fix a few bugs so it's more presentable. So I'm going to bulk these into one post :)

    1. I have a weapon projectile that uses the mothership model (only scaled down), but I can't figure out how to rotate it (90 degrees on the nose, so that it looks like a blade instead of throwing a paper airplane xD)

    (SOLVED)2. I have a duplicate unit, based off of the Archon; the problem with it is, its scale isn't working in game... In the editor, it shows up as smaller, but in-game it's the standard size (scale was set on the model's end).

    (SOLVED)3. I have a self regen ability that uses "250mm Strike Cannons Impact" for the animation model, and I want it to loop as long as it's active. It's basically the same as another behavior skill I have which uses "Purifier Shield", but the shield stays until the behavior is gone, while the other only plays once (even the actor events are the same).

    (SOLVED)4.That same skill, for some reason it plays the animation on the caster's head xD So I need to lower the Z offset, but all of the height/position events give me attachment errors.

    (SOLVED)5. Can someone point me in the right direction to adding sounds to my abilities? I figure it'd be in the actor, but I get lost from there.

    (SOLVED)6. Is there a way to start an animation (eg. birth or stand) in the middle instead of the beginning? I'm using "Squib Transfusion" for an earth attack ability, and was hoping to bypass the "charge" looking effect at the beginning. (either that, or I need to delay the ability's effect to match)

    I appreciate the help you guys :D

    Posted in: Data
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Thanks for the tutorial :) I was wondering though, concerning the ionic splitter effect, how can I make a delay in between attack and split? It seems too instantaneous, rather than the "chain" effect I was hoping for. Also... Is there anything I need to know if I want to add a third and fourth split, or can I just duplicate them accordingly?

    Posted in: Tutorials
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