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    posted a message on Help Required (Data Editor)

    If someone could get the Firebat done, I'd like it as well. I've gotten a bit done on it, but its effects and stuff is a real pain.

    I know a little about the data editor, but I've nothing needed done. I'm not sure if I'd be the best one to help you as I'm still learning. But (besides the firebat) if there's anything you need, I'd love to help if I know how.

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Duplicated unit weapons

    Thanks everyone, Johnny had the solution I seeked. (Not saying noone else did, I just read his first. :P)

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Duplicated unit weapons

    Well, I got the Ultralisk sounds working, but now I have no idea how to get any of the others working. :|

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Duplicated unit weapons

    I don't really understand. For my example. I'm creating a altered Ultralisk. I've already duplicated the Ultralisk Actor, Effects, and Weapons. I checked the duplicated Actor and it seems to already have the sounds there, but it doesn't play any sounds nor animations when striking someone.

    EDIT: Nevermind, I found it myself. I had to change the 'Event' 'WeaponStart's 'Source Name' to the new weapon.

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Duplicated unit weapons

    So I've been duplicating units and revamping them with new attacks, damage, abilities, etc. Well, one thing I've noticed is that usually when a duplicated unit attacks, it doesn't play the animation or sound. Any idea what that's about? And how would I go about fixing it?

    Resolved:

    Quote from JohnnySmash: Go

    Bring up the Actors tab in the data editor, search for the unit, there's usually gonna be an extra actor for the attack that doesn't get copied even when you told it to duplicate every aspect of the unit. Usually it's has "Attack" in the name or something like that, but you should notice it's not listed under your duplicated unit's actors.

    Just duplicate that actor (and make sure to check the boxes to duplicate the effects/sounds/whatever), then on your duplicated actor in the top right above all those data entry fields it should list what damage/weapon effect that actor is tied to. Double click and change that to your duplicated unit's attack, and the sounds/animations should start working for the attack. I think there was one unit that I had to change a different field instead for, but that's worked pretty well for me so far.

    Posted in: Miscellaneous Development
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    posted a message on Starcraft Prologue Remake

    @Xan0: Go

    Looking AWESOME. But you might wanna make it so the Cerberus guys timing is so he's actually interrupting the magistrate, as he is in the original.

    Posted in: Project Workplace
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    posted a message on [Resolved] Short-range detection

    @Docablo: Go

    Ah, thank you. I looked through there twice, must have missed it.

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Short-range detection

    So I'd like an upgrade that makes all zerglings a short-ranged (Like, 1 zergling away) detection. I found the detection abilities, but I don't know how I would make one change the range of detection. Any thoughts or solutions?

    Resolved:

    Quote from Docablo: Go

    In the detection behaviors (or any behavior for that matter) there is a field called modifications+ down near the bottom there is a field called detect right above detection arc and detection filters, change that value to 1 and then it will detect stuff 1 away from it.

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Adding effects to units

    @Docablo: Go

    Check my modified post

    The Zergling has the effect on it, but when I drag-select, he isn't included in it. The only way for me to select one is to directly click on it. How would I fix this?

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Adding effects to units

    @Docablo: Go

    Got the model on him, but how do I lower it? It's currently floating above his head due to the fact the Archon hovers. :\

    EDIT: Nevermind, I scaled it down by 1/2 and for some reason it's now positioned correctly. The fact it doesn't move with the lings bouncing is annoying, but excusable, considering it'd probably be impossible to fix. One problem I have, the ling doesn't seem to be drag-selectable anymore. Any idea what the cause of that is?

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Adding effects to units
    Quote from Pandaros_Brewmaster: Go

    @Artanis186: Go

    Very possible, you could attacked the archon's blue glow to it in the data editor.

    Quote from Artanis186: Go

    how would I accomplish this?

    Cuz I'm too lazy to type.

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Adding effects to units

    Would it be possible to add some cool blue glowing (or some other psionic) effect to a Zergling? And if so, how would I accomplish this?

    Resolved:

    Quote from Artanis186:

    What I originally did was copy paste the Zergling actor. I deleted it after a while and made a blank actor with an actor type of 'Unit' and based on 'GenericUnitBase'. Then just gave it to the Psionic Zergling, gave it the model, and made the armor icon what it should be. (It shows blank in-game if you don't change it for some reason)

    Posted in: Miscellaneous Development
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    posted a message on Picklefish Store - A store for any map

    @Picklefish: Go

    Oh my god, this is perfect! Will definitely dissect when it's out.

    Posted in: Project Workplace
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    posted a message on Lost Zergling

    Yes! The first bound! It's pretty good. To be honest, I was struggling most with the first level. The hit detection seems a bit off. Very nice map though. Fun while it lasted.

    Posted in: Project Workplace
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    posted a message on My list

    @Magnevv: Go

    How would I check to see if the variable = 50?

    Posted in: Miscellaneous Development
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