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    posted a message on [Actor] Placement Model on Built-On Unit

    I'm trying to make an ability to build a structure that can only be built in a designated area. So what I've done is create an invisible unit at the appropriate area and made the unit I want to build required to be built-on that invisible unit. It all works as intended; the unit can only be placed where I want it to, a placement model is attached to the cursor during placement, and the cursor snaps to the invisible unit during placement.

    ... However, in addition to a placement model being attached to the cursor, I also want a placement model attached to the invisible unit during placement. The easiest way to explain is the build Refinery ability. When you activate it to bring up the cursor, you get a Refinery placement model on your cursor AND all geysers also have a Refinery placement model overlayed on them. I can't figure out how to create this built-on placement model.

    Posted in: Data
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    posted a message on Heroes in the Fray (Hero Battle Map)

    I've just released the beta for my new Hero Battle map, Heroes in the Fray, and I'm hoping to get the word out. I'm a big fan of Hero Attack, but not a fan of inhouse games and occasionally gimmicky mechanics, so I decided to build my own map from the ground up. For everyone that's familiar with Hero Attack, hopefully you'll give Heroes in the Fray a look.

    Heroes in the Fray is Hero Battle map that focuses on player vs player skirmishes. Players are split into two teams and each player gets one hero of their selection. Split up onto four lanes and push into the enemy's base through waves of enemy units and heroes to win.

    I've put a lot of work into this map and have many more features and polishing to come, so hopefully this map can gain some traction. Come check it out.

    Heroes in the Fray is available on NA servers and only requires WoL to play.

    Posted in: Map Feedback
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    posted a message on [Request] Cone Cursor Splat

    Alternatively, does anyone have a simple line-cursor splat model they'd be willing to share for use as a visual directional indicator. Not as good as a cone, but beats using nothing.

    Posted in: Requests
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    posted a message on [Request] Cone Cursor Splat

    @zorbotron: Go

    The HotS cone model I mentioned already dynamically adjusts its arc (and radius). If you look at it in the cutscene editor, it has an animation which I can only assume is how it accomplishes this, and is the reason that I doubt I'd be able to the issue myself, having no experience on the matter.

    Posted in: Requests
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    posted a message on [Request] Cone Cursor Splat

    I'm trying to make my map without HotS to get the largest possible audience. However, the AoE Cone models needed for conal targetting cursor splats require HotS. So rather than exporting and reimporting a model from HotS and risk getting my map banned, hopefully I can get some help here.

    To put it simply: I could use model similar to "Assets/UI/Cursors/ZergAOEConeRed/ZergAOEConeRed.m3" without it being the actual HotS file. I'm sure a lot of WoL maps out there could make great use of such a file, so here's hoping.

    Posted in: Requests
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    posted a message on [Data] Remove Upgrade

    I'm trying to make a toggle ability that grants flight to a unit while active. However, I'd like to avoid the standard way of doing of using a morph ability. I've discovered that I can make all the necessary adjustments to a unit using a combination of behaviors, effects, and upgrades... but the toggle part of the ability is conflicting with the upgrade.

    Basically, I just would like to know if there is any way to REMOVE an upgrade through data alone.

    Posted in: Data
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    posted a message on (Solved) [Actor] Two Beams For One Action
    Quote from Kueken531: Go

    Or you can make use of the _ImpactGuide alias, just set the Host Impact to it. I used the Sentry to demonstrate, the weapon is much simpler :D.

    Superb. This is exactly what I was looking for. Many thanks.

    Posted in: Data
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    posted a message on (Solved) [Actor] Two Beams For One Action

    I'm trying to make a visual for an ability that enhances the Void Ray's autoattack for a certain duration. Basically, I want to add a secondary beam over it's primary beam. I currently have the beam appearing and animating while the Void Ray is attacking, but I've run into a problem.

    The Void Ray's normal attack seemingly randomly selects a Target attachment point to use as an impact site. I would like to be able to use the same site that the Void Ray's attack beam is using for this secondary beam as well, but I'm not sure how to reference it from another beam actor. I don't know enough about actor references to even know where to start on something like this.

    Posted in: Data
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    posted a message on [Validator] Validate Unit Is Air

    @SoulFilcher: Go

    Better idea than mine at the very least.

    Posted in: Data
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    posted a message on [Validator] Validate Unit Is Air

    I'm trying to use a validator to reliably determine is a unit is air, but the normal methods don't seem to be sufficient for me.

    Using a Unit Filter validator doesn't work because it simply checks the unit's Plane Array field. I have various effects that temporarily modify this field to allow targets to be targettable as ground/air as they normally would not be, which would break this validator.

    Using a Unit Mover validator doesn't work because it simply checks the unit's current move. I have several Launch Missile effects that launch units themselves as a pull/push effect, which temporarily overrides the units mover... again breaking the validator.

    I noticed a Unit Flying validator, but it has literally no description whatsoever, so I have no idea what it's actually looking at to determine if the unit is flying. I assume it might be looking at the unit's Height field to check if it's greater than zero, but I have effects that temporarily raise and lower the height of units, so that wouldn't work either.

    Thinking of just using some hidden flag like Prevents Defeat and having only flying units have this flag checked so that I can reliably use a Unit Filter validator, but this feels so much like a bandaid fix that I'd rather use an intended solution if there is one out there.

    Posted in: Data
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    posted a message on [Trigger] Order Unit to Sell Item

    I'm looking for a way to issue an order to a unit with an inventory to sell a particular item in their inventory through a trigger. I've tried issuing an order to a pawn shop to use its Pawn ability targeting the item to no avail, and also tried to issue the Inventory ability's Pawn Instant command to the item itself with no result as well. Any other orders from triggers don't seem to be able to target both the item and the pawn shop (or the unit carrying the target item and the item itself).

    Is there a way to issue an order to a unit to sell a specified inventory item through a trigger?

    Posted in: Triggers
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    posted a message on [Solved] [Actor] Creating a Stationary Model

    After restarting my computer and reloading my map, checking Hold Position in the Model Actor's Host Site Operations field is now working properly...

    Posted in: Data
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    posted a message on [Solved] [Actor] Creating a Stationary Model

    @DrSuperEvil: Go

    Like I said, I have indeed tried to use a SOp Attachment with the Hold Position flag checked and tried check the Hold Position flag under the Model Actor's Host Site Operations field (both with and without the SOp Attachmet), but the created Model always follows the casting the unit instead of remaining in the position it was created.

    I'm starting to think it's a bug.

    Posted in: Data
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    posted a message on [Solved] [Actor] Creating a Stationary Model

    I've created a Model Actor for a visual effect for one of my abilities, but no matter what I try the model follows the unit that cast the ability, rather than remain at the point of the casting unit when the model was created.

    In the Model Actor's Host Site Operations field I've tried checking the Hold Position box, but nothing changed. I've tried adding SOpAttachOriginStationary to its operations, but nothing changed still. I'm not familiar enough with Host setting to know how to configure them, so I haven't tinkered with that a lot.

    Currently, the ability this actor triggers for is a channeled ability with a Create Persistent Effect that ends with an Apply Behavior Effect on expiration. The actor creates itself with the Behavior.AbilityBehavior.On event, which creates the effect at the proper time, but I'm afraid is what's causing the Model Actor to follow the casting unit.

    I just want the Model Actor to be created at the position of the casting unit and NOT follow the unit as it moves.

    Posted in: Data
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