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    posted a message on Model Animator Jay Hathaway reveals some HoTS and DOTA models in his site.

    Oh my, those models look so awesome! All of them! I love Sylvanas, the ogre and scorpion, but the dwarf and the abomination rock too!

    Posted in: Off-Topic
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    posted a message on Reaver Scarabs

    By scaler you mean Colossus, right? Because I went to check and that was the mover being used.

    As for the ammo units, are you sure that won't make the units just bypass others? Because I still want the others' collision to count. I'll go test it at all now.

    Posted in: Data
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    posted a message on Reaver Scarabs

    The difference in period is because Selendis has the Graviton Catapult upgrade developed by default; she launches Interceptors more quickly. No idea what's with the create persistent effect.

    Okay, so I went to look in your map and turns out your ammo unit was using a Ground mover, mine's been using a Seeker Missile mover the whole time. So I went to my map, set the Mover to Ground (it's gonna collide with ground units) and it worked! My god, am I happy =P after 2 months of attempts.

    Got a few problems left:

    * If you didn't notice, there's an error occurring still, but I think that one's related to Actors. The Colossus actor does not clone properly and I have no idea why. Its legs are still not moving and its attack animations were playing weirdly. I added this: WeaponStart.Selendis --> AnimPlay Attack Stand,Channel,Start and this: AnimDone --> AnimClear Attack. I assume one of them is responsible for this issue?
    (NOTES: Selendis is just the ID for the host unit's weapon, I'm using Selendis's Hero Interceptor Launch to do this; Attack is just an Identifier)

    * The ammo units are sometimes refusing to come back to the host.

    * Due to colliding with other objects, the scarabs (ammo) are, like regular units, pushing away other units to make their way to the targeted location. How to make them attempt to find a way AROUND other units and prevent scarabs from PUSHING other units?

    Thank you in advance!

    Posted in: Data
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    posted a message on Actors in general

    I assume that means that unitbirth with no unit specification will result in actor creation for every unit unless StarCraft II's engine is programmed for Actors to decline association with units that already have an actor attached to them?

    Thanks for the help!

    EDIT: You may mark as Solved if you use a system similar to the one we use for our World Editor Help Zone at the Hive.

    Posted in: Data
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    posted a message on Reaver Scarabs

    I found something odd; while Carriers are linked to two effects, Selendis only has one. I didn't check what type, but I loaded the last mission from the Prophecy plot and it didn't contain any mission-specific changes. I'll try adding speed and acceleration to my unit then.

    Posted in: Data
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    posted a message on Reaver Scarabs

    Got some developments. I'm remaking my mod completely and decided to give this a shot again. At least the unit is actually putting out the projectiles now, but they don't seem to go anywhere. I assume it's a problem with the Mover? Does the Seeker Missile Mover needs speed and acceleration?

    Posted in: Data
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    posted a message on Actors in general

    I like to do stuff from scratch so I've been tinkering around with Actors, but there are a few things still confusing me about them.

    For example, I have the actor event: «UnitDeath ---> Destroy», shouldn't it be: «UnitDeath.MyUnitID ---> Destroy?» Because I thought it needed some kind of link to the unit for the event not to run for EVERY actor. Or do events work only for this actor after it's been created?

    Posted in: Data
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    posted a message on Reaver Scarabs

    No, I haven't =P

    But then what causes the ammo unit to be ordered to attack the target?

    Posted in: Data
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    posted a message on Reaver Scarabs

    What I really didn't want was to have someone else do this for me. It is not the first time I'm having this problem, something that's the exact copy of another working something but doesn't actually work, and I need to somehow get over this and find out why it happens. I'm quite unlucky by nature, but still.

    Anyway, I've been checking the units and found differences. The ammo unit has the baneling explosion ability. I gave mine the Broodling Escort or Broodling Strike, I don't know which anymore (could check in the previous page of the thread), because I thought I needed it to get the ammo unit to move forward?
    Interesting that you did not modify the weapon at all, you didn't create any new effects, nor did you change any buttons, but it displays the infested terran icon for ammunition purchasing? How?
    I'll check the differences between the carrier's interceptor launching weapon and my weapon. I'm nearly certain that they should be equal, but I'll check anyway.

    Posted in: Data
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    posted a message on Reaver Scarabs

    Yes yes, I figured it out afterwards. What the pheck is with this new way of downloading anyway... In a preliminary analysis, I see no differences between my ability and DSE's, as I predicted, but I'll look into it further.

    Posted in: Data
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    posted a message on Reaver Scarabs

    Yes =P it's a bunch of text with symbols.

    Posted in: Data
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    posted a message on Reaver Scarabs

    Something's wrong with that, it won't let me download.

    There is no details to the error message. It only says "Error" when I right-click a unit (and yes, I've tried left-clicking the Attack button and then the enemy).

    Posted in: Data
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    posted a message on Reaver Scarabs

    Well duh, of course it does =P

    Posted in: Data
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    posted a message on Reaver Scarabs

    My weapon refuses to target anything. When I order the attack, it just says "Error". =\

    Posted in: Data
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    posted a message on Reaver Scarabs

    Nop, why would it? I haven't changed anything.

    I just changed the actor because I googled the error and it seems that it may be associated with actors and not the abilities themselves, but I only ended up with 1 more error adding up to the one already there. I'm still hoping that they're associated with actors and that, like with the carrier, the Arm Magazine is expecting weapons with Create Persistent effects or so (I've been studying the Carrier attack and am gonna attempt to mimic it), because else I'll either attempt to remake the ability completely or just give up: every field is equal to that of the carrier's arm magazine (with exception of the unit of course), there's no reason why this isn't working and the time and effort this is taking is ridiculous and ridiculously fruitless.

    Posted in: Data
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