created a new submenu butoon on my merc compound, its supposed to bring the person to submenu 0002. the problem is that the button doesent even show on the command card in game, how do i fix this?
i have made a variant of the devil dog mercinary. the idea is that if the target unit is above range 3 the unit will use weapon A and if the unit is closer than range 3 then the unit will fire weapon B instead. is it possible to do this? and how?
Variables: Unitgroup = (empty unit group) <unit group>
Actions: Unit group- add all units in (Region 1) to Unitgroup
unit - order all units in Unitgroup (attack point) (replace existing orders)
Where region 1 is a region that is the map size (i believe you can just set the region as "map")
and point is the point you want to order the unit group to attack (or other order)
okay so ive tried the marauder... i get the opposite problem to the thor. the attacks launch fine but the animation plays for only one arm. ive checked the actors "weapon next 2
send : weaponnext 0"
they all seem fine
i have compared the duplicate and the original, the field you specified is the same for both.
Any other ideas?
Edit: i think the problem is the AMpattern for the thor. from what i gather its purpose is to cycle through the launch sites.... it does not seem to be working at all.
been having a lot of issues with these types of units and their attack actors (thor's and marauders attack).
i've fixed so many issues with my thor's attack and i'm convinced this could be the last step to getting it to work properly...
The animation works fine but both attacks are attached to the same arm.
i.e. the thor's attack cycle goes left (fires from left) then Right(fires from left again) how can i fix this?
this is not the case. it happens with most actors that have multiple attacks and multiple launch sites.... i.e. the thor and marauder.
when duplicated the actors will simply not work as intended. (i tested it before i meddled with it and the problem occurred then too i have also noticed many other experiencing a similar issue with actors upon duplication. You should consider trying to reiterate the stated problem instead of simply blaming it on the one whom is affected. )
Edit : if anyone has a solution to this problem your input would be greatly appreciated
im having trouble with this units attack actor.
through messing around and a little trial and error ive managed to fix the animation partially...
Now the animation plays properly but the missile is launched from only one arm. how can i fix this?
anyone know how to make a trigger that will select and enable a bunch of other triggers while disabling all others. need this for a difficulty selector....
i.e. the player will select "normal" and the triggers that apply to "hard" will be disabled while the triggers that apply to "normal" will be enabled.
Note: my triggers for different difficulties are just dumped into a folder corresponding to what difficulty they belong. is there a way to enable all triggers in "folder normal" or do i need to do each trigger induvidually
Can someone please duplicate a thor for me and test it to ensure it works 100%. if it works, tell me what you did. the reason for this is that whenever i duplicate a thor the attack animations never plays or plays incorrectly. i.e. the thor just fires both attacks from one hand cannon and the hand cannon wont recoil as it should.
Could you also do this for the hellion/hellbat. created both the hellion and hellbat... when i press the morph button on say the hellbat to turn into the hellion it keeps the hellbat model but moves and attacks like a hellion
I dont think blizzard would allow you to directly tweak the campaign becauseA) its their product, they own it.B) could be exploited for gaining achievements? (e.g. killing 4 hatcherys on mission 3 would be quite easy if you had some hybrid on your side)
i think the only way to do this would be to make your own version in the arcade section which would probably be a formidable challenge since you'd either have to post each tweaked mission as a separate map....
or find a way to traverse the missions like they do in WOL/HOTS (hyperion/Leviathan as a mission hub). which has been done before in the map "epic boss battles" (doing this for the entire campaign may result in quite a large map)
i am still learning the editor myself though, so there may be a much simpler answer.
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created a new submenu butoon on my merc compound, its supposed to bring the person to submenu 0002. the problem is that the button doesent even show on the command card in game, how do i fix this?
0
i have made a variant of the devil dog mercinary. the idea is that if the target unit is above range 3 the unit will use weapon A and if the unit is closer than range 3 then the unit will fire weapon B instead. is it possible to do this? and how?
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ignore this, my post was double sent for some bizarre reason.
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@Skitto: Go
@Skitto: Go Try Event: any unit enters map
Variables: Unitgroup = (empty unit group) <unit group>
Actions: Unit group- add all units in (Region 1) to Unitgroup
unit - order all units in Unitgroup (attack point) (replace existing orders)
Where region 1 is a region that is the map size (i believe you can just set the region as "map") and point is the point you want to order the unit group to attack (or other order)
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@ArcaneDurandel: Go
okay so ive tried the marauder... i get the opposite problem to the thor. the attacks launch fine but the animation plays for only one arm. ive checked the actors "weapon next 2 send : weaponnext 0" they all seem fine
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@ArcaneDurandel: Go
Thank you so much dude. been looking to fix this problem for weeks. does this work the same with marauder?
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@FunkyUserName: Go
i have compared the duplicate and the original, the field you specified is the same for both. Any other ideas?
Edit: i think the problem is the AMpattern for the thor. from what i gather its purpose is to cycle through the launch sites.... it does not seem to be working at all.
0
been having a lot of issues with these types of units and their attack actors (thor's and marauders attack). i've fixed so many issues with my thor's attack and i'm convinced this could be the last step to getting it to work properly... The animation works fine but both attacks are attached to the same arm.
i.e. the thor's attack cycle goes left (fires from left) then Right(fires from left again) how can i fix this?
Edit: the marauder does this aswell
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@joey101d: Go
this is not the case. it happens with most actors that have multiple attacks and multiple launch sites.... i.e. the thor and marauder. when duplicated the actors will simply not work as intended. (i tested it before i meddled with it and the problem occurred then too i have also noticed many other experiencing a similar issue with actors upon duplication. You should consider trying to reiterate the stated problem instead of simply blaming it on the one whom is affected. )
Edit : if anyone has a solution to this problem your input would be greatly appreciated
0
im having trouble with this units attack actor. through messing around and a little trial and error ive managed to fix the animation partially... Now the animation plays properly but the missile is launched from only one arm. how can i fix this?
0
@Project_06: Go
thanks dude, this solution was straight to the point and helped me immensely. been trying to figure this out for ages
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anyone know how to make a trigger that will select and enable a bunch of other triggers while disabling all others. need this for a difficulty selector.... i.e. the player will select "normal" and the triggers that apply to "hard" will be disabled while the triggers that apply to "normal" will be enabled.
Note: my triggers for different difficulties are just dumped into a folder corresponding to what difficulty they belong. is there a way to enable all triggers in "folder normal" or do i need to do each trigger induvidually
0
Can someone please duplicate a thor for me and test it to ensure it works 100%. if it works, tell me what you did. the reason for this is that whenever i duplicate a thor the attack animations never plays or plays incorrectly. i.e. the thor just fires both attacks from one hand cannon and the hand cannon wont recoil as it should. Could you also do this for the hellion/hellbat. created both the hellion and hellbat... when i press the morph button on say the hellbat to turn into the hellion it keeps the hellbat model but moves and attacks like a hellion
Thank you in advance
0
I dont think blizzard would allow you to directly tweak the campaign because A) its their product, they own it. B) could be exploited for gaining achievements? (e.g. killing 4 hatcherys on mission 3 would be quite easy if you had some hybrid on your side)
i think the only way to do this would be to make your own version in the arcade section which would probably be a formidable challenge since you'd either have to post each tweaked mission as a separate map.... or find a way to traverse the missions like they do in WOL/HOTS (hyperion/Leviathan as a mission hub). which has been done before in the map "epic boss battles" (doing this for the entire campaign may result in quite a large map) i am still learning the editor myself though, so there may be a much simpler answer.
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@Terhonator: Go
Just tried this on the thor (blackhammer). Everything is fine except the attack animation, anyone know how to duplicate the thor properly?