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    posted a message on Importing error
    Quote from Kueken531: Go

    The first \ irritates me, did you add it to your path? If you did, try Assets\Textures instead.

    Also, you could try to get rid of the spaces. Delete them or use underscores instead.

    I just followed something I read on Galaxywiki for importing, since it has been a while from the last time I did, I couldn't remember quite how to do it. So, yes, I did add the first "\" to my path and didn't think about taking out the spaces. I'll give it a go here and see what I come up with.

    Quote from xcorbo: Go

    You're pretty much right. I was just assuming he was editing tileset objects or cliff models since this IS artist tavern >.>

    It's my own file. I posted here since it's as close as I could find regarding textures and what not ;).

    Posted in: Artist Tavern
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    posted a message on Importing error

    I've made a custom texture to use for terrain, but I cannot seem to import it. When I try to save after the import I get this error:

    Unable to import file (Core: a required object could not be found): \Assets\Textures\Cross Board Texture.dds

    If anyone has an idea or can point me in the direction of fixing it, I would appreciate the help very much.

    Posted in: Artist Tavern
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    posted a message on How can I set random target points for a launch missile?

    @currydevil: Go

    All fixed.

    Posted in: Data
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    posted a message on How can I set random target points for a launch missile?
    Quote from FunkyUserName: Go

    @currydevil: Go

    just have a look at the banshee rockets and adjust your skill/attack like there

    The banshee is already working off an acquired target if I looked at it right. I don't have an acquired target for my ability. What I want is to automatically shoot in front of the caster to a bunch of random points.

    Posted in: Data
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    posted a message on How can I set random target points for a launch missile?
    Quote from StragusMapster: Go

    You could search for a random target within the arc, maximum count of 1, TSRandom search filter, etc.

    If you want random points with or without targets, then you simply could use a Create Permanent effect with a long list of offsets that correspond to the area you want to cover ( stuff at 0,-1,0 is in front of unit ). Make sure the Target:Location is set to the source unit or so (not the target). Then you create just one periodic effect at time 0.000, and set the flag "Random offset". The periodic offset will be called once with a random offset from the list.

    As much as you think this helps me ... it really doesn't. Your suggestions are not very clear. If I do the search area, where does it go? What effect does it call? I already have a persistent launching the missiles, but it already has an offset for itself. Problem is, how do I put another persistent in the chain to set the target points? I need some more specifics here. Thanks anyways for that though.

    Posted in: Data
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    posted a message on How can I set random target points for a launch missile?

    What I want to achieve is something like this:

    I would like to be able to randomly pick a point within the firing arc and have the missile shoot to that point. I have some idea, but at the same time, I don't know where to start to define the points and then pick them.

    Posted in: Data
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    posted a message on (Solved?)So many problems =D Charge Issue

    @currydevil: Go

    Not sure what was happening. I have an idea, but I just don't know if that was the case. Solved it with a unit type validator though, so it works now.

    Posted in: Data
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    posted a message on (Solved?)So many problems =D Charge Issue

    @DrSuperEvil: Go

    Could be, i'll take a look. Though i'm not sure, if it was globally linked, wouldn't both players have the same problem? As it stands, only player 2 has the problem where the Bot spawns with no charge on his ability. Player 1 spawns his Bot just fine and can build a bunker. Being the same exact unit, one ( I ) would believe that everyone would have the same problem.

    Posted in: Data
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    posted a message on (Solved?)So many problems =D Charge Issue

    So, we have this ability to call down a Marauder, we like to call him the Bunker Bot, that can build a single bunker, repair said bunker and salvage said bunker. The problem now is this, when my buddy and I start the map on B.net, player 1 (usually him) has a charge on his Bunker Bot's Build Bunker ability like it's supposed to, and player 2 (me) does not have a charge on the bunker. I have added some effects to modify the charges of said Build Bunker ability, but they are all working as intended (and are not envoked unless the Bunker Bot dies, or there are already bunkers on the field). Problem is, this occurs at map start (i'm assuming so because the Bunker Bot spawns with 0 charges on his ability), even though Player 1 has a charge on it and the ability is set with 1 charge to begin with. I've looked through all my effects to see if I had something interfering with the charges when the unit is spawned, and looked through triggers. I cannot seem to find anything that would be robbing my Bunker Bot of his charge before I can even use him.

    Help? Please and thank you.

    Posted in: Data
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    posted a message on Teleport is porting units away instead of towards the target

    @StragusMapster: Go

    Thank you. It wasn't doing anything when I didn't have Target: set to Target Unit/Point. So i've left it at that because that's all i could get working.

    As for the range, all I wanted was it teleport the units to the casting unit.

    Posted in: Data
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    posted a message on (Solved) Morph Actor Conundrum

    @DrSuperEvil: Go

    Fixed. There was a 3rd model used in the morph and the scale was smaller on that one than the other 2 models. Thanks for the tip.

    Posted in: Data
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    posted a message on Teleport is porting units away instead of towards the target

    So, I created this teleport effect:

    And instead of teleporting the units to the caster, it teleports them away from the caster. I am confused.

    Ability -> Create Persistent -> Search Area -> Teleport

    Posted in: Data
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    posted a message on (Solved) Morph Actor Conundrum

    Hey, so my buddy and I are working on a map, and he has modified the default merc siege tank a little bit to suit his needs. Problem is, when the tank is morphed to siege mode and back again, it takes a little detour to a smaller scale and then pops back to the larger tank when the morph is complete. I have even tried duplicating the tank (from the default values) and I get the same result. I have looked over the actors, the scale and everything else I can think of. All seems well, but alas, it is not. Does anyone have any insight into this little problem?

    Posted in: Data
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    posted a message on Teleport problem.

    @DrSuperEvil: Go

    It's not my map to post. We'll see.

    Posted in: Data
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    posted a message on Teleport problem.

    @DrSuperEvil: Go

    All ranges set to 8. (This has not posed a problem for all the working instances of the ability)

    Effect - Source: Caster Unit Target - Placement Around: Target Point Target - Target: Target Point Unit - Unit: Caster

    The targets are set properly also.. like I said, the ability works flawlessly on a diff unit in the same map. And recreated the ability in a new map (exact same specs) and it works there too on all units I add it to.

    The problem is specifically on the hero unit that I have.

    Posted in: Data
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