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    posted a message on Psi Storm Help. "Must Target Unit"

    Thank you, now the spell work :)

    But the "thunder" on the gound animation is not working. i copyed the psi actor ( Actor: High Templar Psi Storm Model)and i added all 3 to the same model ( i didnt duplicate the model just used High templar Psi Storm model (Orginal) on all the, Isn't that possible ?

    Posted in: Miscellaneous Development
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    posted a message on Psi Storm Help. "Must Target Unit"

    I have them in the Ability. i just ment that i dont have 3 versions of it. ( One for eatch level of the ability. )

    If you ment "why i dont have one for eatch level", then its because im wondering whats connecting them to the different levels, because to me it seems like they are only connected to eachother. And if im suposed to have 3 of them i need to "connect" them to the different levels somhow .^^

    Posted in: Miscellaneous Development
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    posted a message on Show Palette Preview

    I have the same problem. Feels like its some simple solution to fix it. But i cant find any. :/

    Posted in: Miscellaneous Development
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    posted a message on Psi Storm Help. "Must Target Unit"

    I decided to create a Psi Storm ability with 3 levels. Using the Original spell and just Duplicate the behavior and effect. The levels of the spell works ( i can train level 1,2,3, and so on. ) but when i try to cast spell level 2 or 3 ( the ones that were duplicated) it says "Must Target Unit".

    I can't seem to figure out what iv missed. the duplicates were "perfect copyes" of the original and i changed the Psi Storm - Search Areas + to add both level 2 and 3.

    What have i missed ? Facts: the only Effects that arent duplicated is the "High Templar Psi Storm (Seatch) and the Psi Storm (Persistent) i dont know exactly what they are used for and i got no idea how to add duplicates of them / OR that i even need to add more of them. Also the Actors "Psi Storm Model" and "Psi Storm Sound" is only 1 of eatch. But i cant seem to find a way to connect them to the other levels anyways.

    Posted in: Miscellaneous Development
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    posted a message on Infested Terran Lay Egg spell bugg/help

    I have the "Infested Terran Lay egg" spell on a boss that i made, and because of some actor problem i could not use the "Infested Terran" unit in my egg ( thats the one that usual comes out of the egg.) So i created my own unit to putt in the egg. A marine, with ofc custom looks and abilities.

    The problem comes when the marine is suposed to pop out of the egg. He does not pop out.. instead the animation is stuck on the "Egg" animation but he is still shooting people.

    And i can't find a reason for why he wont pop out of the egg. I know that the egg pop is a "timed life" behavior on the egg itself and that the spell works perfectly if i use the "Infested Terran" Unit that are suposed to pop out. (But i cant use him)

    The only thing that i find "wrong" is the UI Actor on the "Infestor - Infested Terrans (Issue Morph order to egg)" UI Actor. But that is not important is it ? and if it is.. whats the UI actor suposed to say when you use a custom unit ? It says "MorphToInfestedTerran" Normally

    Its alot of effects and Behaviors and abilities connected to this spell. but i thought i had checked/fixed them all. (Iv also checked that the marine do look normal when i place him in the editor without the egg spell. )

    Any suggestions ?

    Posted in: Miscellaneous Development
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    posted a message on How to create custom footprints ?

    Thank you

    That solved my problem. :)

    Posted in: Miscellaneous Development
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    posted a message on How to create custom footprints ?

    Hello everyone. i have recently been working alot with the map editor and i have stumbled upon a problem.

    Im creating a Gate that goes Vertical, and i need footprints for it. I realized that the long footprints (10*2 and 11*1) does not exsist in a vertical position.

    First i tried to create the footprints myself, but they all ended up blocking nothing at all. (Basicly not working at all) To me it seems that the second i touch the "shape + field" it turns into "Regular 0" and even if i make it look the way i want and the "shape +" field say "(0.1.0)(0.0.0(1.0.1) or so..(not correct just an example)" it still fails to block any path.

    (Also tried the "short bridge vertical " footprint but that does not disapear (Its Persist). And i need the footprint to disapear when i "kill" the Gate.)

    Is there any way to create Long vertical footprints ? Am i doing somthing wrong, or is it blizzards fault that creating custom footprints is "broken" ?

    Posted in: Miscellaneous Development
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