i think you need to combine your two morph events; the "morph from" and "morph to" try getting rid of the AbilMorph.MorphintoZerg.start event and move the term "Morph from Kerrigan3" into the AbilMorph.MorphintoZerg.finish event. I also somehow feel that the "destroy immediate" is doing something and getting in the way. i would suggest getting rid of those and testing to see if the ability worked.
instead of using a trigger to send an actor message to destroy particles, have you tried going into the events+ field for your model addition and creating a new event: actor creation-> animation set paused all? if that doesn't work you could play around with the "actor creation" bit and change it to "unit birth.yourunit" or something like that.
follow OneTwoSC's flamewave tutorial and pay close attention to the part where he makes a create persistent effect because i believe the create persistent will do what you want.
sorry that this is all i have to offer right now, 4 and a half hours of chem homework fried my brain :P
success!!!! here's the map as promised. enjoy!! and i hope someone can make this pretty damn awesome, i might mess with it later but im kinda working on another project at the moment
Cheers!!
hello there!
well i was bored so i decided to make a map with skydiving. its very simple, but im deciding to post it anyway. feel free to kick back and enjoy the dive as well as tinker with it and make it really awesome. ah, i wasn't able to get the cloud doodads to show up in game so i just took them out, if you can get them to work and set them at varying heights, im sure that the dive would be tons more fun :)
also im writing this hoping that i can reply to this post with the map attached seeing as i don't see the "attachment" link right now :P
go to the actors tab for your unit and open up the events+ right click and add a new event. make the event-> UnitDeath.(yourunit) then under it change the action to ->set opacity (whatever opacity you want).
i forgot to add that at the end of all your actions (within the repeat) you need to put a 'wait' action for about 0.5 seconds, otherwise the trigger will blow through all 1000 repeats in one second.
um, well in one of the effects there might be a period count set to 2 so it plays the effect twice or there might be something else in the behavior that augments the damage, increasing the damage done by 10 to a certain type of unit... kinda hard for me to tell just from looking at this. sorry i couldn't be of more help. maybe if you post your map here someone will be able to get a better look at your problem.
well the best way i know of is to set the trigger to fire every 120 seconds. then place all your actions under a 'repeat' action and set it to about 1000 repeats. this way the trigger will act as if its firing every 0.1 seconds but will actually only fire once every 2 minutes, reducing lag considerably. hope that helps :)
well, you could go into the actor tab and find your unit's actor. then go into the events+ field and add a new event ->unitBirth.yourunit and then SetTintColor to whatever color you want.
well, to change to the specific player that entered the region you would set up your trigger as event: any player enters (your region)
actions: change unit ownership (change the "unit" to all units in region 'your region') to player (change the value "1" to triggering player)
since you want the change to be permanent i would suggest then adding the action:turn current trigger off"
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i think you need to combine your two morph events; the "morph from" and "morph to" try getting rid of the AbilMorph.MorphintoZerg.start event and move the term "Morph from Kerrigan3" into the AbilMorph.MorphintoZerg.finish event. I also somehow feel that the "destroy immediate" is doing something and getting in the way. i would suggest getting rid of those and testing to see if the ability worked.
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lol
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sometimes, after a long battle you just want to kick back and dance! good thing we have a portable disco ball!!!
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instead of using a trigger to send an actor message to destroy particles, have you tried going into the events+ field for your model addition and creating a new event: actor creation-> animation set paused all? if that doesn't work you could play around with the "actor creation" bit and change it to "unit birth.yourunit" or something like that.
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follow OneTwoSC's flamewave tutorial and pay close attention to the part where he makes a create persistent effect because i believe the create persistent will do what you want. sorry that this is all i have to offer right now, 4 and a half hours of chem homework fried my brain :P
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success!!!! here's the map as promised. enjoy!! and i hope someone can make this pretty damn awesome, i might mess with it later but im kinda working on another project at the moment Cheers!!
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hello there! well i was bored so i decided to make a map with skydiving. its very simple, but im deciding to post it anyway. feel free to kick back and enjoy the dive as well as tinker with it and make it really awesome. ah, i wasn't able to get the cloud doodads to show up in game so i just took them out, if you can get them to work and set them at varying heights, im sure that the dive would be tons more fun :)
also im writing this hoping that i can reply to this post with the map attached seeing as i don't see the "attachment" link right now :P
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@Sherlia: Go
go to the actors tab for your unit and open up the events+ right click and add a new event. make the event-> UnitDeath.(yourunit) then under it change the action to ->set opacity (whatever opacity you want).
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i forgot to add that at the end of all your actions (within the repeat) you need to put a 'wait' action for about 0.5 seconds, otherwise the trigger will blow through all 1000 repeats in one second.
is that such a bad thing? from my understanding it should still work the way he wanted it to or am i wrong?
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um, well in one of the effects there might be a period count set to 2 so it plays the effect twice or there might be something else in the behavior that augments the damage, increasing the damage done by 10 to a certain type of unit... kinda hard for me to tell just from looking at this. sorry i couldn't be of more help. maybe if you post your map here someone will be able to get a better look at your problem.
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well the best way i know of is to set the trigger to fire every 120 seconds. then place all your actions under a 'repeat' action and set it to about 1000 repeats. this way the trigger will act as if its firing every 0.1 seconds but will actually only fire once every 2 minutes, reducing lag considerably. hope that helps :)
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@Eldrazor: Go
well, you could go into the actor tab and find your unit's actor. then go into the events+ field and add a new event ->unitBirth.yourunit and then SetTintColor to whatever color you want.
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hehehe that is one awesome penguin!!
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@Xenion1103: Go
well, to change to the specific player that entered the region you would set up your trigger as event: any player enters (your region) actions: change unit ownership (change the "unit" to all units in region 'your region') to player (change the value "1" to triggering player) since you want the change to be permanent i would suggest then adding the action:turn current trigger off"
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interesting name for a person, destiny.... i always find that going outside for some fresh air helps a lot, may be too cold where u live idk :P