Thanks for the very helpful tutorial. The attachment wasn't working for me at first, I had to set the Missile field under Art for Fireball R to Actor - Fireball Missile. Maybe I did something wrong previously which would have made that unnecessary, but might be worth mentioning.
Also, before I got the attachment working I set the projectiles to spread out by changing the Impact Offset field for the Fireball Launch A and B effects, this worked perfectly before I successfully attached the projectiles to the weapons, now that I have attached them the projectiles both travel to the target location with no offset. Any ideas?
Edit: Got it working by setting the X offsets in the Fireball Initial.
Tragic. Maybe I can use triggers to modify values of something that can be referenced in a tooltip. Is it possible to modify the data values of units or abilities through triggers? I could just have some dummy unit who's maximum health serves as the level of the ability.
So I'm working on a passive ability and instead of having it level up in a traditional way (I've gathered that is a bit of a pain to do) I can just have it say in the tooltip what level it is, and have that vary by changing a variable with triggers. I've seen how to reference things like ability stats in a tooltip but I'm unsure how I would reference a variable.
Referencing the amount of stacks of a specific behavior a unit has would work too.
So I have a function in my map which makes my zealot play his attack animation. Looks like this:
Actor - Send message (AnimBracketStart "Attack" Stand Stand Attack 0 -1.0 As Automatic) to actor (Actor for Zealot [120.00, 24.00])
The problem is that zealots have three possible attack animations but theres only 1 I want to be used. I've been succesful with things like this before by having it set to attack and then using the second drop down menu to specify which animation to use, Attack A for example. I haven't been able to figure out how to specify the animation I want, I always just get a "invalid actor message" or some such error. tried using letters, numbers, variations and a couple other things that I thought might relate to an attack but none of them worked :(.
Hm, that's unfortunate as I have no experiance working with such programs. I wonder if it would be possible to to separate the legs and torso to have the animations work separately...
I dont know much about models and animations unfortunatly so this might be really simple or not. Basically I want a zealot who can run while attacking. And I dont mean as a gameplay mechanic, already have that figured out, I mean having his legs actually moving while he attacks. Currently my guy just slides magically while attacking due to only being able to play one animation at a time. :(
It was good, think it would be more fun if the characters had some more abilities to play with other than sniper round, even if they aren't full fledged heroes. Maybe crank up the difficulty a bit too. btw lol'd at the ending.
I don't know about with triggers but when I looked at the Helion attack it appeared that what it does is creates a number of small damage circles in a line using periodic offsets, to increase the range you would want to add more of those and increase the amount of periods, probably.
These things are found in the Hellion - Battle Cannon (Persistant) effect. I havent actually tried working with it but check it out, should be along the right lines.
I feel like this is probably super easy but I was looking around and couldn't figure out where you control the targeting circle that shows you where your spell will hit (for AoE attacks).
Alright well I guess I should clarify that it is an AoS type map, so my plan was for me and my teammate to be working on different heroes and then we could put them together. Would there be a way to send just a hero between two maps on different computers?
I'm currently working on a map and I wanted to start working with someone else so progress can be made faster. I'm hoping for some good tips on how to share our work with each other conveniently over the internets, I predict that sending the entire map file back and forth would be a bit cumbersome.
I had trouble with this before when I was just messing around with various triggers. However, I noticed in the data editor for a unit I think it was under "Flags" there we're things like "can not be clicked" and other similiar things. I never tested if this was the problem and I don't have editor available atm to check, but it might be worth looking into.
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@Kueken531: Go
Bump, trying to do the same thing, no idea how :(.
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@Kueken531: Go
Thanks for the very helpful tutorial. The attachment wasn't working for me at first, I had to set the Missile field under Art for Fireball R to Actor - Fireball Missile. Maybe I did something wrong previously which would have made that unnecessary, but might be worth mentioning.
Also, before I got the attachment working I set the projectiles to spread out by changing the Impact Offset field for the Fireball Launch A and B effects, this worked perfectly before I successfully attached the projectiles to the weapons, now that I have attached them the projectiles both travel to the target location with no offset. Any ideas?
Edit: Got it working by setting the X offsets in the Fireball Initial.
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@Zantai: Go
Worked perfectly, thanks.
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Tragic. Maybe I can use triggers to modify values of something that can be referenced in a tooltip. Is it possible to modify the data values of units or abilities through triggers? I could just have some dummy unit who's maximum health serves as the level of the ability.
0
So I'm working on a passive ability and instead of having it level up in a traditional way (I've gathered that is a bit of a pain to do) I can just have it say in the tooltip what level it is, and have that vary by changing a variable with triggers. I've seen how to reference things like ability stats in a tooltip but I'm unsure how I would reference a variable.
Referencing the amount of stacks of a specific behavior a unit has would work too.
0
So I have a function in my map which makes my zealot play his attack animation. Looks like this: Actor - Send message (AnimBracketStart "Attack" Stand Stand Attack 0 -1.0 As Automatic) to actor (Actor for Zealot [120.00, 24.00])
The problem is that zealots have three possible attack animations but theres only 1 I want to be used. I've been succesful with things like this before by having it set to attack and then using the second drop down menu to specify which animation to use, Attack A for example. I haven't been able to figure out how to specify the animation I want, I always just get a "invalid actor message" or some such error. tried using letters, numbers, variations and a couple other things that I thought might relate to an attack but none of them worked :(.
0
Hm, that's unfortunate as I have no experiance working with such programs. I wonder if it would be possible to to separate the legs and torso to have the animations work separately...
0
I dont know much about models and animations unfortunatly so this might be really simple or not. Basically I want a zealot who can run while attacking. And I dont mean as a gameplay mechanic, already have that figured out, I mean having his legs actually moving while he attacks. Currently my guy just slides magically while attacking due to only being able to play one animation at a time. :(
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It was good, think it would be more fun if the characters had some more abilities to play with other than sniper round, even if they aren't full fledged heroes. Maybe crank up the difficulty a bit too. btw lol'd at the ending.
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@Nothing5: Go
I don't know about with triggers but when I looked at the Helion attack it appeared that what it does is creates a number of small damage circles in a line using periodic offsets, to increase the range you would want to add more of those and increase the amount of periods, probably.
These things are found in the Hellion - Battle Cannon (Persistant) effect. I havent actually tried working with it but check it out, should be along the right lines.
0
I feel like this is probably super easy but I was looking around and couldn't figure out where you control the targeting circle that shows you where your spell will hit (for AoE attacks).
0
Alright well I guess I should clarify that it is an AoS type map, so my plan was for me and my teammate to be working on different heroes and then we could put them together. Would there be a way to send just a hero between two maps on different computers?
0
I'm currently working on a map and I wanted to start working with someone else so progress can be made faster. I'm hoping for some good tips on how to share our work with each other conveniently over the internets, I predict that sending the entire map file back and forth would be a bit cumbersome.
0
I had trouble with this before when I was just messing around with various triggers. However, I noticed in the data editor for a unit I think it was under "Flags" there we're things like "can not be clicked" and other similiar things. I never tested if this was the problem and I don't have editor available atm to check, but it might be worth looking into.
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@MasterDinadan: Go
Nice reply Master, now go respond to one of my posts = O
I definitely agree that although it's complex the amount of control you get with this editor is fantastic.