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    posted a message on Crater of Carnage Team Thread (Positions Filled)
    Quote from Forge_User_20974461: Go

    @Bibendus: Go

    I don't mind sharing what my goal is, but that is irrelevant. I'm not hiring you based on whether you like my idea or not, I'm hiring you based on if you want to be paid or not. People who want to be paid to make a map will offer me their services.

    I guess my only concern is...why hire people? It's not like you can make a profit on the map...it's mostly just for fun.

    Posted in: Team Recruitment
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    posted a message on My first attempt at baneling physics

    @BallsButNoSack: Go

    Impressive

    Though I feel really silly quoting your username

    Posted in: General Chat
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    posted a message on Weekly Terraining Exercise #59: Tree of Life
    Quote from F0xtail: Go

    Hey guys, I have my try-hard submission for this week.

    I started off by making a gigantic tree in the middle and had the original intention of creating a massive forest with houses incorporated onto the branches, but I decided to go a different direction. Not sure where the idea sprouted from but I had a vision of a dragon curled around the "tree of life" guarding its eggs (currently under her left claw), so that's what I attempted to make. The story is supposed to be that the dragon eggs were stolen, so she swooped down and burninated all the peoples.

    I think the terrain surrounding the focal could definitely be improved, but after finishing the dragon I got tired of working on it to be honest >.< .

    This looks like it might've taken you a while :P

    Posted in: Terrain
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    posted a message on (Solved) Respawning Dead Units Under Killers control

    @playpong: Go

    Set chance to 1 :)

    Posted in: Data
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    posted a message on Weekly Data Exercise #20 - Whirr, Clank and Thunk
    Quote from DrSuperEvil: Go

    Only did this because last WDE was a month old. Also It only took me max 120 hours (presuming I did not sleep those days). Just because I took a while to do it was purely due to my lack of free time.

    So then we should start calling them monthly data exercises, no? :)

    Posted in: Data
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    posted a message on (Solved) Respawning Dead Units Under Killers control

    @playpong: Go

    Looks fine. Post the behavior.

    Posted in: Data
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    posted a message on (Solved) Respawning Dead Units Under Killers control
    Quote from playpong: Go

    After testing that, it sort of works... but it's creating the new starport at the point of the killing unit. Which option returns the point of the killed starport?

    Target: Location - Value = Source Unit in your create unit effect.

    Posted in: Data
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    posted a message on (Solved) Respawning Dead Units Under Killers control
    Quote from playpong: Go

    I have a Create Unit effect on a behavior, and it's applied when the unit dies. The created unit is the same type of unit, and I want it to be created owned by the killing player - but under the Owner field in the effect, none of the options (source/target/neutral etc...) do that. How do I determine who the killing player is?

    If kills don't actually matter, I would opt to use a prevent death type behavior (see incapacitated behavior) on all the units and modify it so upon receiving fatal damage it applies a behavior that gives control to the killing player (see Neural Parasite behavior) and then a Modify Unit effect to set it's vitals back to maximum.

    If they do matter, I would probably just use triggers.

    Edit: wtf am I talking about, just make the create unit effect the Damage Reponse - Handled effect and Damage Response - Fatal enabled and the Spawn Owner - Value of the create unit effect be Target.

    Also, make the Spawn Unit - None and the Target: Origin - Value be Source Unit if you want this one behavior to work for all units :)

    Posted in: Data
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    posted a message on how to make this ability?
    Quote from xXdRaGoNrIdDeRXx: Go

    there i have it now for the person who created this thread make it solved (or DrSuperEvil can) and here is the ability for you what it does is do the spiral then go around circle twice

    if you want to change the size of circle or spiral increase the offsets

    Impressive. The visuals could maybe use a little work. Well done.

    Posted in: Data
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    posted a message on Animation on attack
    Quote from Neonsz: Go

    I've been trying to modify the 'Psi Disruptor' so that it only played its animation when attacking. I failed :(

    How do I do this? I want the unit to be completely still until it attacks. That is, make it 'smash down' when it's starting its attack. Is this even possible, or is it the model itself that is playing like this?

    If it doesn't have any other animations besides the pushing one, you could try and maybe set the animation time scale to 0 while it's not attacking, though I've never used that and I'm not sure if that actor action works yet or if its not yet implemented.

    Posted in: Data
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    posted a message on how to make this ability?
    Quote from xXdRaGoNrIdDeRXx: Go

    ok i got it going around but im unable to get it to go around like lets say 5 times with one button push how do i persist a persist to keep firing after it finishes it goes again i could just add more to the offsets but that will restrict me to have that many times around i want to be able to change the amount it goes around

    You could make another persistent effect which uses that persistent effect 5 times.

    Posted in: Data
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    posted a message on Looking 2 Hire Someone For Something Romantic
    Quote from Mephs: Go

    No one's questioning his failure, I was just affirming it.

    I was trying to persuade him not to make the same mistake you did with the whale you married.

    Can we ban this troll already?

    Anyways, I am seconding the idea to make a cinematic rather than an RPG. It's a lot less work, and I think she'd probably enjoy sitting back and watching it rather than have to interact.

    Posted in: Map Suggestions/Requests
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    posted a message on Duplicated unit/actor/ability not working?
    Quote from ctccromer: Go

    Not sure what behaviors do (i'm mostly a trigger guy, not data..) But i just looked at it and its not linked to any of the morphing abilities that I can tell. I just need to know what to do so the changeling will stop looping its animation and actually transform into the Zealot (Changeling Hero) unit

    I'm sorry I don't have more time to look at it because I'm currently swamped, but I'll post my discoveries here so maybe someone else can figure it out:

    • The problem is mechanical (a non-actor issue)
    • I've narrowed the problem down to the changeling behavior is not getting properly removed
    • This makes it so when it finds a unit to mimic it starts the morph animation (but keeps doing so because it keeps finding that unit every .5 sec)
    • I got stuck at being unable to determine why the behavior is not being removed. A "remove behavior" effect is clearly being used.
    • There are many other issues that have not yet surfaced until you fix this bug, but they are easier to fix
    Posted in: Data
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    posted a message on [Ability Help] Custom ability to target in a cone
    Quote from Kueken531: Go

    Something like this? Thats an old testmap of mine experimenting on how to get a cone cursor to work without a custom model.

    Note, that it relies heavily on global references, like Raynor's Railgun Snipe, and it suffers from the same problems, aka not MUI. Also, the map was not designed to be looked at, so its a bit chaotic ;)

    That's actually really impressive though Kueken. Do you know if it's possible to make the unit turn with the cursor as well using only a data solution?

    Posted in: Data
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    posted a message on Create unit at point of triggering unit
    Quote from playpong: Go

    @peranzormal: Go

    Woah I can do this through the data editor? lol - how?

    Well, assuming you are a bit familiar with it all you would need to do is give these buildings something similar to the Hero Incapacitated behavior (that makes it so they don't actually ever die and instead use an effect upon receiving fatal damage) and have that effect be applying behavior which transfers ownership of the unit, like neural parasite does.

    Posted in: Triggers
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