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    posted a message on Skillshot's missile actor lags behind its missile

    If you want the missile to fly through the target you can use markers so the damage only gets dealt once. Go to the Target - Marker field in your Persistent effect and check Id. After that go to your Damage effect and include a No Markers Validator there.

    If you want the missile to get destroyed on impact you can for example use a Set effect which fires your Damage Effect, a Destroy Persistent which destroys the periodic persistent effect of the ability and a Suicide effect to get rid of the missile unit. Use that Set effect at the place where you use your Damage effect right now.

    Posted in: Data
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    posted a message on Calculating pathing distance
    Quote from En7ropi: Go

    Do you or anyone happen to know how to make a truly invisible model (not cloaked!)

    There is a model available in the standard WoL assets that is called Invisible and is just that.

    You can also set the Opacity of an actor to 0 by using Actor Events which makes it invisible, you might still see other actors that are attached to this actor though unless you manually edit their Opacity/disable them (like Selection circles, Shadows etc.).

    Your last option is to give a unit both the Cloaked and Buried flags, I think that should make them invisible too.

    Posted in: Triggers
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    posted a message on SC2 Art Tools- Now in Public Beta!
    Quote from smurfbizkit: Go

    @FenixKissKerrigan: Go

    It's an unannounced project we've been working on for a while. A better, non-cropped version of the screen is here;

    http://smurfbizkit.deviantart.com/art/Geistkrieg-Allies-397119507

    our last big project was this; http://www.moddb.com/mods/mideast-crisis-2

    It looks awesome, just came into this thread to find out more about this project :)

    I hope the public gets to see more of this soon!

    Posted in: General Chat
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    posted a message on Skillshot's missile actor lags behind its missile

    Hmm, interesting, no idea what would cause that.

    What does the basic setup of the ability look like, what effects did you use and how did you chain them together? (*screenshots of the important effects could also help, or even better the whole map to look at it if you are comfortable sharing it)

    Posted in: Data
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    posted a message on Skillshot's missile actor lags behind its missile

    What does "slower" mean, is the actor dragging behind the effect at a constant distance or is the distance getting larger the longer the projectile travels?

    Posted in: Data
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    posted a message on (solved)Circles of enemy unit appearing when they appear.

    You should check out the Texture Select by ID method of changing textures on models, changing the texture of that circle to something transparent should make it disappear correctly and under all circumstances.

    The texture you want to change is called AOE_SplatTerran2_Green.dds, you can find a tutorial on the Texture Select by ID method somewhere here on Mapster.

    Posted in: Data
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    posted a message on (solved)Circles of enemy unit appearing when they appear.

    Just out of curiosity, does that solution also work when your units are running down a ramp/hill or in general when there's uneven ground? Because it seems to me right now with your solution the circle is just hidden under the ground.

    Posted in: Data
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    posted a message on Starcraft Universe kickstarter will fail?

    I agree that $80k seems very ambitious. It's only halfway over though so I don't really see the point in already saying it won't reach the goal. It still has a lot of time left.

    Posted in: General Chat
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    posted a message on A-RPG CastleUlrezaj [Released]

    Awesome, thanks :)

    Posted in: Map Review
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    posted a message on A-RPG CastleUlrezaj [Released]

    Hey, your map looks amazing and I'd love to play it, but all the Mod file downloads here on SC2Mapster aren't working (404 error). The map file works, but it's useless without the mod files.

    Any alternative download links?

    Posted in: Map Review
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    posted a message on **Paid Positions** - Data Editor

    @Eiviyn: Go

    Cool :)
    Thanks for clearing that up, really amazing work.

    Do you want to share any information what happened to the Trollobattles thing you were working on and what were the problems with the project? I wondered about that because the part that was shared in public looked really cool and I liked it a lot.

    Posted in: Team Recruitment
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    posted a message on **Paid Positions** - Data Editor
    Quote from Kildare88: Go

    Eiviyn: Just curious, is that video demo abilities done completely through data editor or is that done with some triggers involved as well?

    I wonder about that too, I don't know a way to reflect missiles with data. I have some ideas that could potentially lead to something in that direction that involve Redirect Missile effects, but the main problem is that as far as I'm concerned there is no way to calculate the new, reflected direction of the missiles inside the data editor.

    Posted in: Team Recruitment
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    posted a message on Persistent effect / perodic offset field

    Hmm, no idea then, sorry :/

    I mean a way that would probably work 100% is to use the Spawn Offset field of the Create Unit effect instead of Periodic Offsets, but you'd have to make 5 separate Create Unit effects then. I know that Blizzard often used multiple Create Unit Effects too where they varied the Spawn Offset field, but that has probably other reasons and not because stuff like that doesn't work with Persistents.

    Posted in: Data
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    posted a message on Persistent effect / perodic offset field

    You are using Location: "Target Unit", Persistent Offsets are Points though. I think your Target References aren't correct right now for what you want to do.

    Posted in: Data
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    posted a message on Electronic Music For Your Map!

    Awesome stuff :)

    Please keep posting all the music he makes for you projects, I really enjoy just listening to all of it and I think it's really atmospheric and well done.

    Posted in: Audio Development
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