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    posted a message on Marine Attack Animation on Ability

    @Chiquihuite: Go

    I tried replicating the Plasma Gun missile launch effect and actor but having issues applying it to my ability because it's not an attack effect but rather just an apply behavior.

    Basically here is what I have and hopefully someone can give me an explanation on how to add the plasma gun missile animation to it - I would greatly appreciate it.

    I have an ability called Concussive Shot of type Effect - Target. It has three levels to it so I created three effects of type Apply Behavior and named them Concussive Shot Level 1, 2, 3. For each Concussive Shot, I apply the respective behavior Concussive Shot Level to it. The behavior is a type Buff that just changes the movement speed of the target.

    Now I want to add the missile animation that the plasma gun does. I'm just a little confused on how and what to copy from the plasma gun to attach it to my ability.

    Thanks!

    Posted in: Data
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    posted a message on Marine Attack Animation on Ability

    Hi all,

    I have a hero that's based off of the marine unit, created an ability that will slow down the target unit, similar to the marauder's concussion grenades.

    My problem is, I can get the marine to do its attack animation when the ability is triggered, but nothing comes out of the marine's gun. He aims it, fires it, but there's no sparkly effect when he actually fires the weapon.

    The ability has a buff behavior as I don't want it to do any damage with an effect type of apply behavior.

    I added in the unit's main actor's events:

    Abil.ConcussiveShot.SourcePrepStart

    AnimPlay Attack Attack

    Can anyone help? Thanks in advance.

    Posted in: Data
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    posted a message on Help with the immortal turret

    @DrSuperEvil: Go

    Yep, first thing I tried was adding that under Events. Didn't do anything. Tried visibility, destroying it, re-creating it, everything. Based on research throughout the forum I think it's a bug, but I was hoping someone would have an answer :(

    It seems like if the unit is revived within 10 seconds the turret is still enabled, but if its death is longer than 30 seconds then it won't re-enable itself on revive and I can't find any trigger or action to have a turret enabled on revive.

    Posted in: Miscellaneous Development
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    posted a message on Help with the immortal turret

    Bump... has anyone found a fix for this? Running into the same issue now.

    Posted in: Miscellaneous Development
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    posted a message on Problem with turret

    Has anyone figured out a fix for this yet? I'm running into the same issue and I've even tried adding an Actor Event for Unit Revive to Create and it's still not working :(

    Posted in: Triggers
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    posted a message on Recruiting to help build a DOTA + Tug of War Map

    @GrimmySnarf: Go

    Just got the map back from Darkyvm and he did a fantastic job making it what we need. It looks awesome and plays amazing and we could really use the help of an ability creator to join the team to expedite the completion of the map. That's all we need, we have heroes/weapons taken care of along with stats and balancing, but can use help with doing abilities. Please PM me if you are interested in seeing the current state of the map.

    Posted in: Team Recruitment
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    posted a message on Recruiting to help build a DOTA + Tug of War Map

    I just want to update this post to narrow down that we're looking for those specializing in creating heroes and abilities to join the team. The Tug of War aspect is completed and we hopefully have a person to do the terrain on board. The map has been completely setup for 3v3 and has been in beta testing for several days now. So those interested in contributing to the AoS portion of the map, please let me know.

    We also have a very robust website being developed (that's my day occupation) and looking into developing an app in order to send stats to the website to have a leaderboard, similar to SoTIS' GLOOP.

    Posted in: Team Recruitment
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    posted a message on Mouseover on Unit/Building Name?

    So I had my Player 13 and Player 14 (computer spawns) have a name that went with the theme of my map. But I had to change the controller of 13/14 to Control Neutral (Computer) under Player Properties so that the Computers didn't show up in the lobby. Unfortunately once I did that, when you mouseover the 13/14 buildlings and units, the name disappears for whatever reason. Is there anyway to restore that functionality? And any idea why it only appears if you have the Control set to Computer?

    Or better yet, is there a way to set it as Computer and not have it show up in the lobby? I can't seem to make it closed on the game variants if I set it as Computer. It locks.

    Posted in: Miscellaneous Development
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    posted a message on Yay another lobby question :(

    OK I did search and I read pretty much every thread on the entire lobby setup stuff and I'm still baffled mostly because some of the posts are outdated, and the recent ones don't seem to do exactly what I need. So hopefully someone can help me out here:

    I have a 3v3 map with 2 computers that spawn waves of units (think DOTA).

    I would like to have Players 1, 2, and 3 (Team 1 of lobby) in the lower left corner of the map and Players 4, 5, and 6 (Team 2 of lobby) in the upper right corner of the map. Each player needs an SCV spawned for them.

    Questions:

    Do I have to use "Starting Locations" to define the starting locations for each player, or can I simply use points? Or is there even a difference?

    Can anyone guide me in a way so that my lobby teams match my in game teams? I need to make sure that Players 1, 2 and 3 are in the lower left and players 4, 5 and 6 are in the upper right. Player 13 (Computer) matches Team 1 spawn and Player 14 (Computer) matches Team 2 spawn.

    I have my game triggers already setup so that it picks each player in Team 1 or Team 2 (global variables, player group type) so now I simply need to make sure players are being placed properly.

    Posted in: Miscellaneous Development
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    posted a message on Can someone help me with why this trigger is throwing an error?

    @sandround: Go

    But if I remove the second pick, then only the player with a refinery is awarded the 100, correct?

    Will try your method b0ne, thanks!

    Posted in: Triggers
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    posted a message on Recruiting to help build a DOTA + Tug of War Map

    @GrimmySnarf: Go

    Our team has already wrapped up the Tug of War aspect to our map. We would like to recruit some testers and if anyone else is interested in helping on the DOTA portion of the map, please send me a PM. We will also be more than happy to let you test our map with us to see if it's anything you're even interested in helping with. We have made great progress in less than a week, and the map is currently fully playable as a tug of war map and is quite fun.

    Posted in: Team Recruitment
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    posted a message on Can someone help me with why this trigger is throwing an error?

    @b0ne123: Go

    Thanks for the reply. But what if I want to award the minerals based on how many refineries they have? One team can capture both refineries and then they'd get 200 mins.

    Posted in: Triggers
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    posted a message on Can someone help me with why this trigger is throwing an error?

    On my map, I have two refinery locations. I am doing a check on every spawn wave on whether or not a player on a team owns a refinery, and if they do, I want to award every member of the team 100 minerals. So I did this:

    Player Group - Pick each player in Team 1 and do (Actions)

    Actions:

    Unit Group - Pick each unit in (Refinery units in (Entire map) owned by player (Picked player) matching Excluded; Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    Actions:

    Player Group - Pick each player in Team 1 and do (Actions)

    Actions:

    Player - Modify player (Picked player) Minerals: Add 100

    And the game is throwing an error, but I can't find any other way to award every player on the team 100 minerals if any one of the teammates owns the refinery.

    Thanks for help in advanced!

    Posted in: Triggers
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    posted a message on Looking for testers!

    Our team's map is ready for 3v3 testing. If you're interested, please shoot me over a PM or add me on BNet:

    Grimmy 133

    It's your basic Tug Of War map with a twist and we'll be adding AoS elements to it shortly. Please come help us test!

    Posted in: Map Feedback
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    posted a message on How to limit ability use based on region?

    edit: I found a roundabout way of doing it - you can just create a buff behavior to remove an ability and then set a trigger to add 1 or remove 1 to that buff depending if the unit enters/leaves the region.

    Posted in: Data
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