• 0

    posted a message on dumb question about building rotation

    Main

    Unit - Flags tick Turnable ON

    Posted in: Miscellaneous Development
  • 0

    posted a message on Adding an Ability to a unit using Behaviors or can you?

    u can try sumthing like this
    not 100 sure

    make a new abilities (we call this as A1)

    then make a new effect as apply behavior (E1)
    go to A1 effect - effect and link it to E1
    make a new behavior as buff (B1)
    go to E1 behavior - behavior and link to to B1

    then hrmm i dont know try like  
    effect - periodic to Acid Spores (Search) or sumthing

    or u can do it like this if u wana make a skill only for a few sec
     
    abilities = to effect (any abilities are  just made up of effects )
    effect have a time out and the time out is the behaviors
    have an effect set (Set) that can rrun more then 1 effect at the same time
    so it can do like
    effect time out
    effect abilites
    effect behaviores ... and so on

    Posted in: Miscellaneous Development
  • 0

    posted a message on Hellion AoE hit once..

    well u got 5 periodic offsets and it doe 100 damage so it would be 5x100 = it would do 100 in 1 shot  for 5 shot with a range 1
    if u wana make it so it would 100 within 5 periodic  then u need to change the damage to 30
    .... i gtg help yalater

    Posted in: Miscellaneous Development
  • 0

    posted a message on Developing in a Team

    u can try this but i dont know hehhe

    u can have Mr.A make his trigger
    amd Mr B make the Terrain layout
    and Mr C for the unit Data  

    the main person here is Mr B
    as copying terrain and doodad at the same is a no no can not be done.. i think

    when ur done Copy Mr A trigger  to Mr B
    (copy all trigger close the map open Mr B map paste)
    do the same for Mr C
    copy all edit unit to Mr B map

    then giv it back to Mr a so he can link all the point and unit to the trigger

    Posted in: Miscellaneous Development
  • 0

    posted a message on Source, Target, Outer, Origin Caster Point/Unit?

    i hope i gort this right

    Caster *Who did(ur actor)
    Origin *starting-point (same as Source but this is the ultimate source cant not be take place at anywhere eles even if it been force)
    Outer *Where its from (almost the same as source but if..if a unit is a point 1 and his beacon is at point 2. 5m away it would shoot at  beacon location not the unit location )
    Source *Who
    Target * At What

    Unit * At Unit only
    Point * At target Point Only

    Posted in: Miscellaneous Development
  • 0

    posted a message on Ability that shoots hellion flame thrower

    i hope.. hope thia ia what ur looking for

    Posted in: Miscellaneous Development
  • 0

    posted a message on Custom Morph Actor Issues

    first u got 1 egg doing 2 job
    so to fix this set

    Zergling >    Baneling Cocoon > Zergling - Morph Unit (Zergling -> Baneling)
    then make a new Cocoon or dupe 1
    Zergling >    Fast Zergling Cocoon > Zergling - Morph Unit (Zergling -> Fast Zergling)
    In
    *Zergling - Morph Unit (Zergling -> Fast Zergling)   
    Ability - Info + (remove  Baneling Cocoon) and (Fast Zergling) add Fast Zergling Cocoon
    then link the (Fast Zergling Cocoon) to Fast Zergling
    with this u need to make a new  actor and i think  model for the Fast Zergling Cocoon

    or

    just remove

    *Zergling - Morph Unit (Zergling -> Fast Zergling)   
    Ability - Info + (remove  Baneling Cocoon)  add  (Fast Zergling)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Ability that shoots hellion flame thrower

    i was playing around to see if i can get it to work but no luck
    here are sum of the thing 1 did
    im going to name effect 1 as flameball and effect as flame

    make a new Effect
    link the effect 1 with the effect 2
    make a new actors

    in Actors under Events - Terms
    link this to ....effect 1 or 2 im not sure
    right click then add even
    (Effect.Flame.Stop At Target)

    from here on im not sure how to make the effect 2 to work  but the effect should be the 1 that shot out flame at the target point

    but this editor is so powerful u can do almost anything ...the only question is HOW
    have a look at this it might help u

    Posted in: Miscellaneous Development
  • 0

    posted a message on Ability that shoots hellion flame thrower

    what.. i dont understand ur question

    u wana make rocke/bullet look like a flame/fireball
    when u shot it it would seek the evil player
    if any unit get near the flame it would damage them
    ... right ?
    well i in Sc2 fire rate is super fast for each bullet hit and burn im not sure if it a good thing
    in the other hand if u have the weapon shot out flame and burn like the Hellion then it would be alot better
    anyway it late i look it up later and see what i can do about the projectile look like flame lol

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making a Tree and a Ability to Destroy them.

    dupe destructible rock 2x4 horizontal (i tick Actors and models (Destructible Rocks - 2x4 Horizontal)

    MAIN

    • Rename Destructible Rocks to Tree
    • Change Movement - Pathing Footprint Footprint from 2x4 (Destructible Rock Horizontal) to 1x1 (No Build)

    In Actors

    • Change Art - Model Destructible Rock 2x4 Horizontal to Aiur Tree
    • Change UI - Bar Width from 200 to 0 <<< this is the heath bar

    u stilll need to change the death of the tree

    Posted in: Miscellaneous Development
  • 0

    posted a message on Ability that shoots hellion flame thrower

    @JeffQ: Go

    Im sure there a few way to do this

    • Doodad Press (F7) Press Ctrl +shift+d
    1. Model Name : flame
    2. Doodad Type : Enviroment Press ok

    Under Model

    1. Model Assets\Effects\Terran\HellionBeam\HellionBeam.m3

    If u wish it to damage player who walk in it then it a diff story

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making a Tree and a Ability to Destroy them.

    @Pandaren12: Go

    (F7) Unit > Melee > Neutral dupe destructible rock 2x4 horizontal (i tick all to see what happen)

    Rename rock to (AA tree) ur trees name Aiur Tree,Big Tree ... whateva

    • Main
    1. Movement - Pathing Footprint Footprint 1x1 (No Build)
    2. Stats - Life Maximum 100
    3. Stats - Life Starting Amount 100
    4. Unit - Leader Alias AA Tree - 2x4 Horizontal
    5. Unit - Name AA Tree
    6. Unit - Revive Type AA Tree - 2x4 Horizontal
    7. Unit - Select Alias AA Tree - 2x4 Horizontal
    8. Unit - Subgroup Alias AA Tree - 2x4 Horizontal
    • Actors
    1. Art - Model Aiur Tree
    2. Art - Model (Build) Aiur Tree
    3. Art - Model (Placement) Aiur Tree
    4. Art - Model (Portrait) Static Portrait
    5. Editor - Editor Name AA Tree
    6. UI - Group Icon Layer (Assets\Textures\auirtreea_diffuse.dds) <<i dont know
    7. UI - Wireframe Layer (Assets\Textures\auirtreec_diffuse.dds)<<i dont know
    • Model
    1. Model Assets\Doodads\AiurTree\AiurTree.m3
    2. Editor Name Aiur Tree
    3. Lighting AiurTree (Unknown)

    and last but i cant find it is the Death and sum of them i think u dont need to edit but i did it anyway ^_^

    Oh 1 more thing im not sure doodad take less (mb,kb) and unit take up more

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.