i was on holiday and forgot to upload the map just before i went away, and i had a think about it, the game is OK but isn't fun nor playable because its literally a structure that trains units, and then you make them fight. great.
SO i'm going to restart this thread in a sence, or more literally, restart the production of the map.
so this time, im gonig to focus on having a more perfected macro, rather than "click to build unit" and thats it.
ive been working on my version of halocraft and i think ive come up with a way so that it isnt one building that produces all the units. im making my variant more similar to the actual halowars game (has a central base that can be upgraded for more build slots). ill upload a building demo when i finish the last few mechanics for my buildings :)
haha damn and i was thinking of doing a halo wars remake myself, but it seems you beat me to it. as for the supply problem, why not just go into the data editor and change the units supply count that it uses?
what i can think of is to have the buff last forever (a -1 duration) but have a validator that checks to see if the building produced the second unit then removes the buff when it sees that the second unit is made.
well as to your first question, the button is grayed out because the unit doesnt have the passive ability active. you either have to go to the units tab and add the behavior to the unit in the behaviors+ field or set up another ability/trigger to apply the behavior to your unit (only if you want the behavior to become active after a certain point/event). also make sure that your behavior's duration is set to -1 or the behavior will be removed after the time specified in the duration field.
for your second question i assume you mean you want the behavior to be hidden so if some one clicks on the unit they can't see the little buff icon. to do that simply go into your behavior and in the stats:flags field and click the 'hidden' box.
They used SC2, because CoD just kept making people repeat the same task over and over.
and because CoD makes you repeatedly more and more angry so its not good for your blood pressure :) so CoD is about as healthy for you as eating a heart-attack burger from the heart-attack grill (real restaurant)
i think it has something to do with the actor events where during the morph ability the unit is set to do a model swap swapping the model back to the 0.9 version. check the actor events and find the Abil.morph event and make sure that if there is a model swap it swaps the unit model to the resized model instead of the 0.9 model for all the Abil.Morph events.
ah ya, nevermind just fiddled with the siege tank and ya it seems bugged. go with what DrSuperEvil said and make a custom siege tank
ok fiddled with it more and i found another unit linked to the siege ability called "siege tank sieged morph"
after i went and changed the model's scale for this unit as well as the siege tank tank mode and siege mode, the siege animation worked properly.
for the siege breaker, the unit you need to look for and rescale is called "siege breaker sieged morph"
well the link i gave you basically creates an ability so then if you wanted to have it on a cooldown all you would have to do is go into the cost+ field and set the time use part of the cooldown section.
to make an ability 'jump' check out this thread here
you can even download the map and explore the data/triggers behind it in more detail.
also the ability shown in the vid doesnt let you jump up cliffs because of a flag some where or a validator that checks to make sure you are on the same cliff level or higher than where you want to jump. simply deleting this validator or checking/changing the flag should allow your units to jump up cliffs.
well i think the problem is that the actor is trying to set the facing of a unit that is dead (and therefore no longer on the map) why not just have it always face 45 degrees? UnitBirth.LargeBuilding Set Facing 45.00000
well i compared your beam actor to the medivacs and it looks like your going to need to add a value to the hosting: host impact+ and hosting: host launch+ fields. i don't have alot of time right now otherwise id look into it further, but i thought this might help steer you in the right direction. try comparing the medivacs beam actor to yours more in depth and see if you can figure out what goes where.
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i second that, that UI is crazy! how long did that take to make?
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ive been working on my version of halocraft and i think ive come up with a way so that it isnt one building that produces all the units. im making my variant more similar to the actual halowars game (has a central base that can be upgraded for more build slots). ill upload a building demo when i finish the last few mechanics for my buildings :)
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ghost - available nuke
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haha damn and i was thinking of doing a halo wars remake myself, but it seems you beat me to it. as for the supply problem, why not just go into the data editor and change the units supply count that it uses?
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what i can think of is to have the buff last forever (a -1 duration) but have a validator that checks to see if the building produced the second unit then removes the buff when it sees that the second unit is made.
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well as to your first question, the button is grayed out because the unit doesnt have the passive ability active. you either have to go to the units tab and add the behavior to the unit in the behaviors+ field or set up another ability/trigger to apply the behavior to your unit (only if you want the behavior to become active after a certain point/event). also make sure that your behavior's duration is set to -1 or the behavior will be removed after the time specified in the duration field.
for your second question i assume you mean you want the behavior to be hidden so if some one clicks on the unit they can't see the little buff icon. to do that simply go into your behavior and in the stats:flags field and click the 'hidden' box.
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@gamemore: Go
yah, funnily enough (not that he died but) the guy suffered from a heart attack there.
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and because CoD makes you repeatedly more and more angry so its not good for your blood pressure :) so CoD is about as healthy for you as eating a heart-attack burger from the heart-attack grill (real restaurant)
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i think it has something to do with the actor events where during the morph ability the unit is set to do a model swap swapping the model back to the 0.9 version. check the actor events and find the Abil.morph event and make sure that if there is a model swap it swaps the unit model to the resized model instead of the 0.9 model for all the Abil.Morph events.
ah ya, nevermind just fiddled with the siege tank and ya it seems bugged. go with what DrSuperEvil said and make a custom siege tankok fiddled with it more and i found another unit linked to the siege ability called "siege tank sieged morph" after i went and changed the model's scale for this unit as well as the siege tank tank mode and siege mode, the siege animation worked properly. for the siege breaker, the unit you need to look for and rescale is called "siege breaker sieged morph"
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@Neonsz: Go
well the link i gave you basically creates an ability so then if you wanted to have it on a cooldown all you would have to do is go into the cost+ field and set the time use part of the cooldown section.
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to make an ability 'jump' check out this thread here you can even download the map and explore the data/triggers behind it in more detail.
also the ability shown in the vid doesnt let you jump up cliffs because of a flag some where or a validator that checks to make sure you are on the same cliff level or higher than where you want to jump. simply deleting this validator or checking/changing the flag should allow your units to jump up cliffs.
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well i think the problem is that the actor is trying to set the facing of a unit that is dead (and therefore no longer on the map) why not just have it always face 45 degrees? UnitBirth.LargeBuilding Set Facing 45.00000
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well i compared your beam actor to the medivacs and it looks like your going to need to add a value to the hosting: host impact+ and hosting: host launch+ fields. i don't have alot of time right now otherwise id look into it further, but i thought this might help steer you in the right direction. try comparing the medivacs beam actor to yours more in depth and see if you can figure out what goes where.
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try changing the lighting in the terrain texture sets in the data editor?
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no problem. glad i could help :)