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    posted a message on Couple more tricky questions ...

    It works for the Prism :D (Just forgot to put "work" under "animation properties" in events, just placed it in "apply") :)

    Little problem tho: My unit is perfectly showing while building and once she is built, but the problem is the "placement model". How can I make it look like a warp prism in phase mode and not in transport mode ? There is no "events" part in the models to play the "work" property ?

    For the other problem, I change the "art-model" of the model tab, and the other model i used (stargate) doesn'T work either D: I definitely messed something on my model ... any idea ?

    • Lastly, I made a weapon for a structure. What do I have to modify to change where the weapon's projectile comes from (launch point)? (right now it shoots from the structure's bottom/feet). I need to precise that normally this units has no weapon (it's the warp prism in phase mode).

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    @Photoloss: Go

    1) Of the actor 3:

    2) Nah nothing happened, it just transforms (in visual) to the transport mode visual :( I'll try the other solutions you gave me. For the rotation, I have a problem: I want 2 weapons on my structures ... If I make the Warp Prism Phasing Rotate, will it be seen in the UI ? Will the other weapons be hidden ?

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    1) Yeah, changing the Art: Model field does fix it. So it's the 3D model itself the problem :( Who makes custom models for SC2 ?

    2) I'll check that. No, my structures are not invulnerable.

    3) Aaaaah it works for only about 10 seconds, then it goes back to transport mode !:( Also, how can I make it rotate ?(like a missile turret)

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Yeah I did what you said, and I think my model is missing customisation to allow selection ==> Changed the Art-Model of the structure in the "Actor" tab, and it has group selection then. How can I add it ?

    For the bar, all the "energy, shield, cargo etc." flags are checked, and yet it doesn't show :( When I changed the model, was still not showing.

    Lastly, I made a structure with the warp prism model, but I can't make it "phase mode" continuously. I simply want a structure that looks like the Warp prism in "phase mode". How can I do that ? (Phase mode is an animation variation from the Warp Prism).

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Aaaah my buildings don'T show any life bar when I put my mouse over them/select them ... Help please D:

    Also, I want to make a structure with the warp prism (phase mode) model, but the phase mode model is a variation from the warp prism (transport mode). How can I make so that when I build it it has the "phase mode" always ?

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Ok now there is something fucked up guys.

    I made 2 buildings, keeping the SAME values on both, and my first building is not "group selectable" unless I used shift and click everything ... Making a square over the buildings won't make the selection circles appear, and double clicking won't make it select them all.

    The second building works perfectly, construction, final unit etc.

    What the fuck did I do wrong ?

    Maybe it's because for my first building (which selection doesn't work) I used a "special" model ?(I used the Xel Naga Prison console). For the second I used the gateway model.

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    1) That's my point ! Normally, unit(s) should be selected when I drag s square over units and structures. Now it's my structures who are selected.

    2) In the event-events of the building actor, there is a "Building construction - any - finish ==> Destroy", then there is "Unit construction - Structure X - Start ==> Create" for each building.

    3) Where do I check if they mess with the selection aliases ?

    No, I work alone ahaha, and my structures are just simple structures, no morph or other complicated stuff.

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    @Photoloss: Go

    1) Nope, I setted a higher subgroup priority to my hero, and even if I make a massive selection with buildings, the buildings are chosen first D:

    2) Hmmm how can I "fail" to destroy the construction actors, I just set the model in the "unit-build" field of the unit's actor. Also, the protoss build actor has an event that destroys him once construction is done, maybe I'll recheck if it's there, but I presume so, because the build animation is removed after the buildingd time.

    3) For the first building, yes, if I double-click the structure in construction, it will select them all, but once they are built, no. For the second building, if there are only buildings in construction, it will select them all, as well as once it's done. BUT, if there are already built same structures nearby, double-clicking the constructing structure will automatically select all the already built structures.

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    @Photoloss: Go

    1) Thanks it works liek charm !:D

    For the rest I test it when I have time

    New question tho:

    I made a structure, and once its is completely built, if I double-click it, it doesn't automatically select all other same structures nearby :( When he is building, it works perfectly, but once building animation is done, I just can't. Also, if I make a square with my mouse over all those same structures, only one is selected. I rechecked all the fields in the "unit" tab, and they are all linked to this unit. What did I do wrong ?

    Also, weird, I made a second structure copy-pasting this one, and the global selection works on the second one, but only when it is built ... When I double-click my second structure while its building, it selects already built same structures if there are nearby, instead of building structures. Dafak ?

    If you guys don't understand my explanation, tell me, I'll rewrite it :p

    Oh and also, what field affect which unit is selected in priority if I draw a square with my mouse over many of my units ?

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    @DrSuperEvil: Go

    Thanks, for number 1 it's more clear. For number 2, I messed around and I remade the models and all went well. Forget about number 3, I fixed it ^_^

    New questions for you folks !

    - How can I make a protoss building animation work ? I placed "Gateway birth" model in my custom building "model - Build", changed the name of the gateway to my custom building in all the events, everything works fine (main model, placement model etc.) except I don't see any build animation (the white sphere, then the shape appears).

    - I make a building with 2 weapons. I want one of those weapons to be active when a buff is applied, and the other weapon when the buff is removed ... how do I do that ?

    - Can I make an ability cost resources/s, and disable if player runs out of used ressource ?

    - Make an ability (of type search area ==> Apply effect ==> Apply buff) that makes the targeted unit have a 25% chance of "missing" target while attacking (not dealing damage) ?

    Thanks again for your help, more questions to come eventually,

    Mac

    Posted in: Data
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    posted a message on Animated window

    Hi, I don't know if I'm posting this in the right section ( if not, could a mod move it plz ?)...

    We have a custom game, and we would like to make small "tutorial" videos that would appear on a small screen (on Sc2) while the player plays. Like when the portrait of the characters appear when they talk in the campaign, but instead of a portrait, there would be a voice and a video explaining a concept.

    Anyone knows how to do that ?

    Please tell me if I lack details in my explanation.

    Posted in: Cinematic Creation
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    posted a message on Couple more tricky questions ...

    1) Thank Photo and Soul, I'll try to mess around with that ASAP. 2) I'll try to set the scale of model and/or actor to 1 to see if that solves the problem ... 3) I think you got the key ! I didn't modify the deceleration from the original unit, so it has a small deceleration because it's a flying unit. Gonna try this as soon as I get home :)

    Posted in: Data
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    posted a message on Couple more tricky questions ...
    Quote from Photoloss: Go

    1) Set energy regeneration to a negative value, or if you have abilities that mess with regeneration add a Buff to the hero and set the Periodic Effect to a Modify Unit effect to reduce energy. For the force-morph there might be a smarter way using autocasts or something, but you can always apply a Buff/Persistent effect with a validator that checks for energy and an Issue Order effect as Effect-Final. Depending on how you want to handle that you will need additional failsafes in case there's no legitimate landing zone. (I think you can set the placement radius of the morph to 500 though)

    I know how to make the energy decrease, and thanks god I don't have any abilities that affect energy regen. Could you be a little more precise on how to force him to morph when he has less than 5 energy for example ? Also, can you make it so that if iy is over an unpathable terrain, it will kill it if he is forced to land ?

    2) No idea. Did you change the scale on the Model or the Actor?

    Both lol

    3) The main offender would be Damage Point, actually about half of the Stats: fields add a delay at some point. Otherwise check any Persistent effects and/or Buff behaviors in the effect chain, those have many delay fields that can interfere. For instance if you're using the "array" launch method (Phoenix, Goliath) the first Period Duration should be 0.

    I'll check that again, because I have a "set" effect. So you say the delay is the CPU reading through the informations with complicated weapons ?

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    1) I made a "Banshee" hero. He has the ability to fly and to land ( My first banshee unit is flying, the other is a ground unit). So when my Banshee "flies", he merges from a ground unit to a flying unit. I would like to make it so that when the Banshee flies, he loses a constant range of energy, and when he is out of energy, he "lands" automatically (merge back to the ground unit of the banshee). How can I do that ?

    2) I made small 2x2 and 3x3 buildings with models of big units (which I decreased scale to 0.2). Since the new patch, placement models and unit models are big, even if I change their scale to a small value (like 0.2). Before the patch it was working :( any idea how to fix this ?

    3) With the same Banshee as question 1, I've tried everything I could, but the weapon always takes around 0.7 second before launching the missiles ... I've checked all the "delay", "time" values of the weapon, and they are all set to 0 ... Anyone knows how to make it shoot immediately (or with a shorter delay) ?

    More questions to come, so please check the posts :)

    Posted in: Data
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    posted a message on Couple tricky questions

    @Photoloss: Go

    Damn, I'll just restart it from scratch ... I have a radar ability with a 40 range on my hero, and when he disappears, I activate it, but I don't see the range ... (40 is big tho) So my question is : If my hero is alive ... Where the f*ck is he ?

    Also I'll remember what you told me for the long or complex abilities about copying :P That's why I restart from scratch as soon as I can :)

    Posted in: Data
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