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    posted a message on Building ground art size?

    The placement model is what appears over your mouse when you order your unit to build or place the structure. I have that adjusted already.

    Posted in: Data
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    posted a message on Building ground art size?

    So I decreased the art size of some of my buildings (barracks and armory) however when I build them on the ground, the full sized art on the ground still shows up. (Barracks blackens the ground where its boosters were and stuff.) Does anyone know how to reduce the art size on that to match my smaller barracks?

    Posted in: Data
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    posted a message on Starship Troopers OP

    OP was going to be Outpost but of course that's taken. I expected my map to be more or less finished at this point but after going through a dozen bugs sending it from the editor to Bnet I figure I shouldn't get ahead of myself.

    I played it about a million times single player but haven't really tested multiplayer on it yet so, though I hope all the triggers are working for other start locations, I'm not 100% and need some more eyes on it.

    The map is Starship Troopers OP available on the North America region.

    Posted in: Map Feedback
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    posted a message on Sound effect cuts out too soon

    Events you say... there it is. Actor has an event: ability - plasma blast - source prepare stop, destroy sound. I deleted that and it now works w/o having to use triggers.

    Posted in: Data
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    posted a message on Sound effect cuts out too soon

    I'm probably going to just solve this one with triggers but I'd still like to know:

    I added a custom sound for the ability HybridC - PlasmaBlast, Sound: PlasmaBlastCharge However the sound I added goes about the 3 seconds while the ability is channeling / charging then cuts out instead of playing in its entirety. How can I make it play the whole thing? I don't want to change the charge time on the ability.

    Posted in: Data
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    posted a message on Leviathan in Vortex tentacles can still attack

    @DrSuperEvil: Go

    I tried and that bastard is still attacking while sucked up. I think I'm just going to bypass this one. I removed his tentacle attacks altogether, made his air attacks hit ground also, and put his plasmid discharge on auto cast to make his attacks look halfway decent.

    Posted in: Data
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    posted a message on Leviathan in Vortex tentacles can still attack

    @DrSuperEvil: Go

    Hmm I still can't get this. I've tried going into all 3 Mothership - Vortex behaviors and adding Levithian - Ground Scan to the disabled behaviors and I still can't get it to work. I've also tried disabling/enabling the Tentacle Busy behaviors through the Vortex - Event Horizon ability but that didn't work.

    I was second guessing myself a bit but after looking at the Data Navigator all the launch missile (tentacle attack) effects tie back to the behavior Leviathan - Ground Attack Scan so I'm thinking that's they key I'm just not disabling it properly or something.

    Posted in: Data
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    posted a message on Leviathan in Vortex tentacles can still attack

    So I use my vortex ability on the Leviathan and all of him gets sucked up except for his tentacles which are unaffected and continue to attack. I tried including air and missiles but that made a weird bug where the tentacle visuals still go off but do no damage, until he gets out of the vortex, then the tentacles complete their attacks whether the leviathan is dead or not.

    I don't know if this will help but apparently the tentacle attacks come from a behavior: Is there any easy way to make the vortex temporarily disable the behavior? Ideally I'd like to have the tentacles get sucked up but if I can just stop them from attacking that would suffice. http://www.sc2mapster.com/wiki/galaxy/data/validators/unit-compare-behavior-count/

    Posted in: Data
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    posted a message on Raynor Railgun Snipe Cursor Indicator

    @DrSuperEvil: Go

    Hello gorgeous! Thanks, yeah I was searching the hell out of google but probably should of just searched mapster instead.

    Posted in: Data
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    posted a message on Raynor Railgun Snipe Cursor Indicator

    By default, if you have multiple Raynor Snipers on the map at once, when you start the snipe ability the cursor indicator actor / model (that big red line coming out from raynor) attaches to one of the raynor snipers and not necessarily the one that's casting the ability. How do I fix this? Railgun Snipe ability - actor - cursor indicator

    I also would like the ability to have the indicator showing what units are getting hit by the line just like when you mouse over enemies with a grenade or aoe ability cued up and it indicates they will be hit by the ability. (it like tints the units and puts a targeter thing on them)

    Posted in: Data
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    posted a message on (Solved) Missile Pods Shoot Too High

    @KingRadical: Go

    You da man. Dang that's buried in there. I would never of found that.

    Posted in: Data
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    posted a message on (Solved) Missile Pods Shoot Too High

    Problem: I have a ground unit I gave Battlecruiser - Hurricane Missile Pods ability to and it works - but the visuals on the missiles all fan out everywhere then go up and detonate in the air, around flying unit level height. I want the missiles to hit / detonate at ground level. Does anyone know how to do this?

    I spent all last night trying to make sense of the mover / actor / unit / effects all associated with these things and I couldn't figure out how to do it. The ability does kill ground level units, it just looks like its shooting up in the air still.

    Posted in: Data
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    posted a message on Apply force so target goes flying on melee hit

    I don't have the brain power for this right now. I want it so when my dark templar attacks something, it goes flying back in the air then takes damage on the land.

    I also want a modified version of that weapon so that all units in a 90 degree arc go flying backwards. Think Lord of the Rings Sauron swinging his mace, except even stronger.

    I know hybridc's shockwave applies force with its persistent, but I just don't know how to get it to work for this. If you know how to do it and can share please do. Also if you're capable of that and would like to assist with my next map holler at me. It is going to be Templars of Anubis. Dark Templars with sick strength and abilities kicking zergs ass. [email protected]

    Posted in: Data
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    posted a message on Possible to change attack animation speed?

    Well this is kind of silly but, lowering the period on the actual weapon makes the animation a lot quicker. I already had a new unit so I can have a new weapon with the proper period / animation speed. If you increase the attack speed with the a buff the animation will not increase like it should. Problem solved more or less.

    Posted in: Miscellaneous Development
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    posted a message on Possible to change attack animation speed?

    I've tried this many ways with no luck. Do you attach it to the attack actor or the unit actor? I tried every way I can think of but I can't get it to change the animation speed of the attack. I hate the editor sometimes.

    Posted in: Miscellaneous Development
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