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    posted a message on Linking a turret to an ability

    I solved this but in an annoying way. My Ability was type of Effect Target, and it would shoot a projectile that would kill stuff it ran into.

    So I got that working, then I made a weapon that could only attack a certain special unit, and put my first effect in my Ability into a weapon, so it acted just the same, just required an attack command.

    Next I changed my Ability to spawn an invisible Unit issue an order to attack that unit, then destroy that invisible unit.

    Its not ideal, it has some issues too, but it worked.

    I also haven't used a single trigger on my map and have a functional tank with WASD movement and right click to fire its turret.

    Posted in: Miscellaneous Development
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    posted a message on Splitting a actor in 2 parts?

    Not within the Map Editor. You would need to edit the model, or make new models.

    Posted in: Data
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    posted a message on [solved] "Has behavior" validator

    @cinicraft: Go

    I dont see what that has to do with anything. I Made a combo point system that Uses dummy Behavior Buffs, and it uses the Validator I described just fine.

    'Unit Compare Behavior Count' is the exact Validator type in the Editor.

    Posted in: Data
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    posted a message on [solved] "Has behavior" validator

    To Check if a Unit has a Behavior the Validator you want is Unit Behavior Count.

    Choose your behavior and say Equals To 1, or Greater then 1 depending on the type of Behavior.

    Posted in: Data
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    posted a message on Weekly Data Exercise #7 - Boy it's c-c-cold in here!

    @Keyeszx: Go

    If you really have no idea how to look into a problem, I would be glad to give people pointers on how you might start looking into making stuff in Data, as well as I'm sure others are too.

    The spirit of WDE is to share ideas so people can learn, so don't be afraid to post ideas even if you don't exactly know how to implement them.

    Posted in: Data
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    posted a message on Phoenix behaviour.

    At looking at this thread I have an answer for you.

    You cannot have the Viking model, by itself Rotate to face its target.

    The reason for this is because the Viking model does not have a TurretZ attach point, that is linked to the entire model, like the Phoenix Model has.

    You can however fake this functionality.

    Step 1, make your Viking model actually a Phoenix, a really tiny one

    Step 2, make a model attachment of a viking, and place it ontop of the Tiny viking, and make sure its the size you want it to be. A good attach point would be Weapon 5.

    Step 3, make sure all your attacks work of your vikings attach points, not the tiny Phoenix.

    There are other models you can use, like the Pylon, a Siege tank, anything with a Turret. But the steps will be similar.

    Posted in: Miscellaneous Development
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    posted a message on Weekly Data Exercise #6 - The Ubers

    @Kueken531: Go

    The persistent is in a circle, I was just saying the Site Mover actor doesnt go on a circle based on the persistent. It only goes to the first and last offset in the persistent.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    Well Ive attempted to make Colossus draw pretty shapes, but I come to find out that the Site Mover used to move the beam only takes into the Start and end of the Search areas. So you cant draw any curves, which makes me sad.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    Challenge 6

    Super Psi Storm-

    Embed Removed: https://www.youtube.com/v/h9ZU6cPVvCs?fs=1

    Now well.. the High Templar wasn't Super enough and died.. but his Psi Storms will live on forever!

    Psi Storm now spawns 4 storms that will randomly go in a new random direction in a circle after it is done doing damage in its area.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    The Uberlisk was originally from Blizzard, it was a preview of things the Map Editor could do the Blizzcon the year before the game went to beta. They also demoed the Lost vikings mini game and a 3rd person shooter type map at the same Blizzcon in the same panel.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    Challenges go! I want to fulfill some of them!

    Posted in: Data
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    posted a message on Growing with level

    Should be possible, Im not sure if there is but in Events+ on the units actor look for something having to do with Unit Level.

    Then add a Term like Level > 5.

    Then the Event you add is Set Size 2, 2, 2

    For Example.

    Posted in: Data
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    posted a message on Weekly Data Exercise #2 - Overseer Weapon

    @nevjmac: Go

    Currently they fly up the cliff as if a marauder had shot up the cliff, I wanted to make it walk around but didn't get that working yet. I don't have time today but I will try playing with an idea on that tomorrow.

    Posted in: Data
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    posted a message on Weekly Data Exercise #2 - Overseer Weapon
    Embed Removed: https://www.youtube.com/v/6iKXo9qUujs?fs=1

    Not completely happy with this but I decided it was good enough to post anyways.

    The one thing I wanted to do that I couldn't quite figure out was have the dropped bombs use ground pathing instead of missile after they dropped.

    I have an idea how to do this, maybe I will attempt it if I have time tomorrow.

    Posted in: Data
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    posted a message on [Tutorial] Lagless WASD System using Data Editor

    @Mathhole: Go

    A buff duration of 0.0 is Infinite/No Duration.

    Also, adjusting buff duration/ steps might be problematic based on a units movement speed. So you would have to make it different with minor tweaks on every unit.

    Posted in: Tutorials
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