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    posted a message on How to create a Weapon Swap Ability (Solved)

    @Deadzergling: Go

    Thanks Deadzergling.

    That's exactly what I wanted for the character, seeing as a real M4A1 has exactly that. Single, Burst, etc. I've already made the three weapons, all with the same damage per bullet. The only thing this affects is the firing speed or projectiles launched.

    This will drastically help with my survival map, as some people need Full-Auto for killing a big mass of zombies, or Single if they want to conserve ammo.

    Does it matter which order the Apply Behaviors are in the Effect Set field? I think this might have been my problem.

    Posted in: Data
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    posted a message on How to create a Weapon Swap Ability (Solved)

    Could anyone give specific instructions on this?

    My ability simply enabled every weapon and only the first one (Single Shot) fired. So I decided to trash it and restart.

    Posted in: Data
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    posted a message on How to create a Weapon Swap Ability (Solved)

    Alright, made the abilities.

    I have one effect which applies the weapon enable and two which remove the other weapon enablers...

    It won't remove the behaviors.

    Posted in: Data
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    posted a message on How to create a Weapon Swap Ability (Solved)

    Right, I know how to create a basic ability like Stimpack, which applies a behavior or effect. HOWEVER:

    I don't know how to create three, which cannot be stacked and will swap to the next one.

    My base plan is this: In the command card, I'll create 3 Slots (Abilities) which each apply a different behavior enabling the corresponding weapon Slot 1 (Single Shot) - Slot 2 (Burst) - Slot 3 (Full-Auto)

    Slot 1 will be enabled by default, and will enable the Rifle (Single Shot). When someone clicks Slot 2 (Burst) or Slot 3 (Full-Auto) it will disable the Single Shot and swap to that behavior.


    Hit Slot 1 = Disable Full-Auto and Burst + Enable Single

    Hit Slot 2 = Disable Single and Full-Auto + Enable Burst

    Hit Slot 3 = Disable Single and Burst + Enable Full-Auto


    How would I do this, and each time you select each one it'll disable the other behaviors and replace with the selected one? I'm doing this for a unit which can swap firing modes like a gun, and maybe even swap Bullet types from HP to AP or etc.

    Posted in: Data
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    posted a message on Adding Knockback to Melee Attacks

    Doesn't HotS have more Physics? I saw Kerrigan's Kinetic Blast send Marines flying in the first mission.

    Don't know how you could do that, but that might be a way if you can reproduce it without killing the unit.

    Posted in: Data
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    posted a message on (Solved) Marauder Attachment (Via Launch Missile)

    Yeah, I'm making a Cortex Roleplay map, I don't want any triggers in there.

    Also, how would I make a bright flash upon firing the weapon? The marine's body already illuminates upon attacking, I want to create the same kind of effect.

    Posted in: Data
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    posted a message on (Solved) Marauder Attachment (Via Launch Missile)

    Does this require any trigger work? Or is it strictly Data editor?

    Posted in: Data
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    posted a message on (Solved) Marauder Attachment (Via Launch Missile)

    Thanks, I'll try the Persistent. (Switched from Marauder to Hydralisk and used a different model for the Ammo Unit, it works perfectly now)

    What I meant to say was Team-Color, not Tint. (Sorry for the confusion)

    -Thanks for your help, Photoloss.

    Posted in: Data
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    posted a message on (Solved) Marauder Attachment (Via Launch Missile)

    Gave up on the Marauder weapon, BUT! I found that the Hydralisk weapon works perfectly on the Marine. Solution for my lazy newb skilled map!

    Duplicate the Hydralisk weapon and swap the models on the hybralisk missile.

    On a side note, how would I have a behavior change the color of a unit? No triggers involved.

    Posted in: Data
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    posted a message on How to... Battlecruiser search lights. (Brood War intro)

    If you have HotS, do not fear! A great new model introduced by Blizzard in the campaign, The Gorgon Battlecruiser.

    It's actually something like BoheemaCruiser, in the models section. Anyways, it has spotlights just like in Brood War Intro and looks like a Loki. I hope this helps.

    (Note: The actual actor has this weird circle around it, so just use the model.)

    Posted in: Data
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    posted a message on (Solved) Marauder Attachment (Via Launch Missile)

    I'm guessing it's the Attach Methods under Marauder Attack? I have no clue how to work those.

    Excuse my Newbie Skill.

    Posted in: Data
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    posted a message on SMX1_NarudKerrigan Model

    Dang, that sucks. It could have been used for something like the SM Nova Combat Model from http://cafe.naver.com/star2model.cafe.

    Oh well, thanks for the quick reply guys!

    Posted in: Artist Tavern
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    posted a message on SMX1_NarudKerrigan Model

    Where would I find the SMX1_NarudKerrigan model, the one where Narud shapeshifts into Raynor then Kerrigan's former self?

    I've looked under the main model section, and actors section but couldn't find anything.

    Posted in: Artist Tavern
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    posted a message on Weekly Terraining Exercise #120: Korhal City

    @JacktheArcher: Go

    That for some reason didn't work... :|

    I tried both fixed and the other option.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #120: Korhal City

    I'll be making a HOTS and WoL city, which will actually be a Cortex Roleplay Map in both versions.

    It may be released way after this WTE, but here is just a small intersection I've finished. @Mozared: Thanks for using my idea of a City WTE! :)

    @Nebuli2: Go Very nice use of the Palace, and new Skyscraper model. :)

    City Intersection

    If it's okay, I'm bringing some pics in from my City of Horrors map. (I can't figure out how to get a dang Skybox!!)

    CityOverpassView

    CityOverpassView2

    CityOverview

    CityHospital

    Posted in: Terrain
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