At the moment, the unit uses an ability to apply a behaviour to itself which gives it the "energy barrier". The behaviour is just a buff to drain energy when its getting damage.
I created an actor to apply a shield model around the unit when the barriers Create Persistent effect is in place. The actual shield does pop up when the ability is in use, and it disappears when the duration runs out. I have tried using a Shield Impact actor but it never worked for me... unless I made it wrong? Which is a possibility.
Hi there. I have created a unit that has an energy barrier ability. The actual ability works fine, it drains the energy when the unit gets hit but... It just looks awful when the missiles/impact effects happen on the unit and not the actual barrier model around it. How can I make the impacts from weapons apply on the barrier and not the unit?
Thanks,
Sorry for bringing up an old topic. This works perfectly for me (the actual ability) but the visuals are quite hard to get right.
In the actor Zealot Leap. I have added an model in the impactmap - model for a land effect. The actual effect happens before it lands... how can I sort this?
Sorry for the confusion. I was talking about Unreal Tournament 2004 the game. There is a gun called the Flak cannon which shoots a bunch of projectiles in a random direction.
I will give what you said a go and see how far I get :)
Hi there. I am just wondering if it is possible to create a flak style gun (from unreal tournament 2004) in the editor? I want a gun to shoot 5 bullets that spread out in a random direction, damaging each target it hits. If so how would I go about doing it?
Thanks
Marc
Hi there. I am having a small issue with a weapon I just made. The damage is dealt instantly while the missile is travelling to the unit. Normally I just duplicate or copy other actors/effects etc but this time around, I have made everything from scratch and I am stuck. I cannot find out how to fix this. Can anyone give me a quick answer?
Thanks
Marc
Hi there. I am trying to look for away to add a morph ability to a queue. I have read a few topics on this but both don't give enough information. We have pretty much completed the map, all the morph abilities work but you need to cancel the training of units first. How can I make it so when I click the morph ability, It adds to the queue OR stops the training and starts the morph?
Also , i will be live streaming during our last test together. It is a game vs the AI. If you wish to watch, here is my twitch link :) sorry for the lag. I don't have good upload speed.
Thank you for the response! did not expect a clear answer. I really did expect the issue to be with the number of morphs i made. I did look around the forum but could not find anything. I'm not a trigger person so i will pass this onto my friend. Hopefully he can sort this out.
Thanks again!
Marc
Hi there. I am having trouble with morphing buildings. At first I was making them correctly, but now I am not so sure. It was fine for the first 50 odd morph abilities, but every time I add a button for an upgrade or a morph in another building, in a separate building, that has a morph to ability or upgrade, the button will disappear. Some buildings have 5-6 different variations that it can morph to. The map we are making has a very large tech tree and they are over 60 different morph abilities for different buildings . So I am guessing they are conflicts somewhere, but where....
Sorry if this makes no sense. I don't really know how to explain this weird problem.
Sometimes if i remake the morph ability from scratch and not copy or duplicate, it will make the ability reappear inside the building (i use same Id so i dont need to edit the building again). But it gets extremely annoying when I want to add an upgrade or a morph to a building, then a completely unrelated or unlinked building gets messed up and doesn't show any buttons. Any suggestions or help will be appreciated.
Thanks,
Marc
EDIT# I am not the only one working on this map. This issue also happens when he adds unit upgrades in the specific building. For example, he added an upgrade for a zealot in the zealot specific building, which made one of the "morph to building" abilities disappear in another building. That building already had 3 morph abilities.
Just to make things clear. Our map has a separate building for each unit, and a tectree. For example, you start off by building a barracks that spawns a marine, then you can morph that building to a engineer bay that spawns marauders, or pyro bay that spawns firebats etcetc. But its more in depth than that .
Hi there. I am looking for a simple way to add a light to the turret on the fortress. I want it to move around while the turret rotates and have a visible beam to the ground. How would I go about doing this? My map has a day and night cycle and i think it would look good when the night comes along :)
Thanks
Marc
0
Sorry for late reply i was on holiday!
I will try the 3 methods mentioned!
0
@DrSuperEvil: Go
At the moment, the unit uses an ability to apply a behaviour to itself which gives it the "energy barrier". The behaviour is just a buff to drain energy when its getting damage.
I created an actor to apply a shield model around the unit when the barriers Create Persistent effect is in place. The actual shield does pop up when the ability is in use, and it disappears when the duration runs out. I have tried using a Shield Impact actor but it never worked for me... unless I made it wrong? Which is a possibility.
0
Hi there. I have created a unit that has an energy barrier ability. The actual ability works fine, it drains the energy when the unit gets hit but... It just looks awful when the missiles/impact effects happen on the unit and not the actual barrier model around it. How can I make the impacts from weapons apply on the barrier and not the unit? Thanks,
Marc
0
Sorry for bringing up an old topic. This works perfectly for me (the actual ability) but the visuals are quite hard to get right. In the actor Zealot Leap. I have added an model in the impactmap - model for a land effect. The actual effect happens before it lands... how can I sort this?
0
Sorry for the confusion. I was talking about Unreal Tournament 2004 the game. There is a gun called the Flak cannon which shoots a bunch of projectiles in a random direction.
I will give what you said a go and see how far I get :)
0
Hi there. I am just wondering if it is possible to create a flak style gun (from unreal tournament 2004) in the editor? I want a gun to shoot 5 bullets that spread out in a random direction, damaging each target it hits. If so how would I go about doing it? Thanks Marc
0
Excellent thank you! Just changed to the impact effect and it worked perfectly. I should pay more attention.
0
Hi there. I am having a small issue with a weapon I just made. The damage is dealt instantly while the missile is travelling to the unit. Normally I just duplicate or copy other actors/effects etc but this time around, I have made everything from scratch and I am stuck. I cannot find out how to fix this. Can anyone give me a quick answer? Thanks Marc
0
Hi there. I am trying to look for away to add a morph ability to a queue. I have read a few topics on this but both don't give enough information. We have pretty much completed the map, all the morph abilities work but you need to cancel the training of units first. How can I make it so when I click the morph ability, It adds to the queue OR stops the training and starts the morph?
Thanks Marc
0
We are about to publish this publicly for everyone to use :)
starcraft://map/2/138407
have fun :) if you want to play with us, just add us as a friend :)
0
That looks superb! Those custom models are excellent as well!
0
Also , i will be live streaming during our last test together. It is a game vs the AI. If you wish to watch, here is my twitch link :) sorry for the lag. I don't have good upload speed.
http://www.twitch.tv/iamoverdrive/
Thanks :)
0
@DrSuperEvil: Go
Thank you for the response! did not expect a clear answer. I really did expect the issue to be with the number of morphs i made. I did look around the forum but could not find anything. I'm not a trigger person so i will pass this onto my friend. Hopefully he can sort this out. Thanks again! Marc
0
Hi there. I am having trouble with morphing buildings. At first I was making them correctly, but now I am not so sure. It was fine for the first 50 odd morph abilities, but every time I add a button for an upgrade or a morph in another building, in a separate building, that has a morph to ability or upgrade, the button will disappear. Some buildings have 5-6 different variations that it can morph to. The map we are making has a very large tech tree and they are over 60 different morph abilities for different buildings . So I am guessing they are conflicts somewhere, but where....
Sorry if this makes no sense. I don't really know how to explain this weird problem.
Sometimes if i remake the morph ability from scratch and not copy or duplicate, it will make the ability reappear inside the building (i use same Id so i dont need to edit the building again). But it gets extremely annoying when I want to add an upgrade or a morph to a building, then a completely unrelated or unlinked building gets messed up and doesn't show any buttons. Any suggestions or help will be appreciated. Thanks, Marc
EDIT# I am not the only one working on this map. This issue also happens when he adds unit upgrades in the specific building. For example, he added an upgrade for a zealot in the zealot specific building, which made one of the "morph to building" abilities disappear in another building. That building already had 3 morph abilities.
Just to make things clear. Our map has a separate building for each unit, and a tectree. For example, you start off by building a barracks that spawns a marine, then you can morph that building to a engineer bay that spawns marauders, or pyro bay that spawns firebats etcetc. But its more in depth than that .
0
Hi there. I am looking for a simple way to add a light to the turret on the fortress. I want it to move around while the turret rotates and have a visible beam to the ground. How would I go about doing this? My map has a day and night cycle and i think it would look good when the night comes along :) Thanks Marc