Is there any way to get a unit to use a turret for an ability?
As in, if I wanted to give an auto-turret an ability that made it rotate (other than attack), how would I do that? Or does it just naturally work as long as the turret is in place?
This is a particularly good point. If I only want it to happen to players of a certain status I can always check the players and add them to a player group... Then remove them as they quit.
I am attempting to make a structure that uses turrets like a Photon Cannon.
Unfortunately, when I am entering the information into the turret actor, I am running into problems on the "Attachment: Pitch Query". Photon Cannon and perhaps all of the other similar structures use a method called "e_attachKeyIGNORE", which, try as I might, I cannot find or add to the actor.
So, when I get into game, it gives me some error messages about invalid links in the Pitch Query, and does not work.
I dug through Battle.net, stole the ladder ranking images, and put them on top of the badge that they are usually displayed on. I figured I would share them with all of you.
You want the casting unit to launch a missile, with a beam attached to the casting unit and the missile, and then when the missile hits the target unit, you want the beam to attach to the casting unit and the target unit?
There is! You just have the impact effect of the grenade missile create a persistent, and deal the damage at the end of the persistent. Then tie in all the actors (the grenade, the explosion, related sounds) to the effect of damage.
Edit: Referring to the sticky grenade. It could even be done so that it only sticks to units if it comes into contact them, by making it a target point rather than a target unit, and having it search for units to stick to.
If I have one comment, perhaps we can come up with some cool abilities to give the game a little more micromanagement! Like grenades. That way there would be more to it than lumping together your units and launching an assault.
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Is there any way to get a unit to use a turret for an ability?
As in, if I wanted to give an auto-turret an ability that made it rotate (other than attack), how would I do that? Or does it just naturally work as long as the turret is in place?
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@OneTwoSC: Go
This is a particularly good point. If I only want it to happen to players of a certain status I can always check the players and add them to a player group... Then remove them as they quit.
Thanks.
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@Simoneon: Go
Here are the things that you need:
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I am attempting to make a structure that uses turrets like a Photon Cannon.
Unfortunately, when I am entering the information into the turret actor, I am running into problems on the "Attachment: Pitch Query". Photon Cannon and perhaps all of the other similar structures use a method called "e_attachKeyIGNORE", which, try as I might, I cannot find or add to the actor.
So, when I get into game, it gives me some error messages about invalid links in the Pitch Query, and does not work.
Anybody know how to do this?
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What distinguishes active players from all players?
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@sandround: Go
Holy crap, man! That looks amazing!
Mad props. What game is this? Is it in release, on NA?
Also, were you at all inspired by Star Wars: Empire at War?
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Hi fellas!
I dug through Battle.net, stole the ladder ranking images, and put them on top of the badge that they are usually displayed on. I figured I would share them with all of you.
Here's the page:
Starcraft 2 Ranks
The files come in both .png and .tga.
Edit: File is temporarily down, I accidentally included old poorly converted .dds files.
Edit2: After a bit of idiocy on my part, the files are now as they should be.
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Is there anywhere on this website where you can download Blizzard's rank images? As in from bronze 50-100 to grandmaster's 1-16.
I'm asking because I have them, and will gladly upload them if people want them.
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I have no plans to make anything like this, I am just curious how you all think the following would be done best:
A unit with multiple "hard points" or targetable spots. As in a Battlecruiser with targetable propulsion, launch bay, turrets, etc.
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No Macs allowed? XP
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@Usernameisntworkingright: Go
You want the casting unit to launch a missile, with a beam attached to the casting unit and the missile, and then when the missile hits the target unit, you want the beam to attach to the casting unit and the target unit?
Sounds confusing. Good luck.
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@moipster: Go
There is! You just have the impact effect of the grenade missile create a persistent, and deal the damage at the end of the persistent. Then tie in all the actors (the grenade, the explosion, related sounds) to the effect of damage.
Edit: Referring to the sticky grenade. It could even be done so that it only sticks to units if it comes into contact them, by making it a target point rather than a target unit, and having it search for units to stick to.
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@zorbotron: Go
Ah, thanks.
Edit: I had the turret, I just needed the actor. It works now.
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I have a question about photon cannons.
What exactly is it in the data that makes them rotate for their attacks?
Edit: I am referring specifically to the model rotating.
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@moipster: Go
Looks great man!! The feederlings were awesome!
If I have one comment, perhaps we can come up with some cool abilities to give the game a little more micromanagement! Like grenades. That way there would be more to it than lumping together your units and launching an assault.