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    posted a message on Thor attack/ability animation help

    If you want it to shoot lightning from both arms simultaneously you can simply create 2 different beam actors with different attachments points.
    If you want it to alter between the two arms with each shot, you'll need an attachment method pattern, I suggest you look at the viking for more info on that.

    Posted in: Miscellaneous Development
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    posted a message on 'Advanced' Dialog troubleshoot

    I solved this problem in my map by using Set/Get Dialog Item Style. Just make sure you don't have any text directly in your button and changing the style shouldn't effect the apperance at all.

    Dialog - Set (Last created dialog item) style to "CardButton1" for (All players)

    (Style of (Used dialog item) for (Triggering player)) == "CardButton1"

    Posted in: Miscellaneous Development
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    posted a message on How to use return value for custom actions?

    Custom Function

    Multiply
        Options: Function
        Return Type: Integer
        Parameters
            x = 0 <Integer>
            a = 0 <Integer>
        Grammar Text: Multiply(x, a)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            r = 0 <Integer>
        Actions
            Variable - Set r = (x * a)
            General - Return r

    and how to use it in your trigger

        Events
            Game - Map initialization
        Local Variables
            y = 5 <Integer>
        Conditions
        Actions
            Variable - Set y = (Multiply(y, 4))

    Posted in: Miscellaneous Development
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    posted a message on Random variation for impact locations

    Again, do you want the damage effect to be spread out, or do you only want it to look like the effect is spread out?

    Posted in: Miscellaneous Development
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    posted a message on Random variation for impact locations

    Do you want the rocket impacts to only visually spread out across a small area, or do you want the damage to be spread out as well?
    If it's only visually then you need to look at actors, although if it's both, then there's not way it can be solved through actors only.

    Posted in: Miscellaneous Development
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    posted a message on Attach a weapon model to an unit

    Messed around a bit with attachments tonight, you might find some useful stuff in this map.
    Didn't bother making things look smooth :p

    Posted in: Miscellaneous Development
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    posted a message on Flip a unit onto it's side?
    Quote:

    I guess you're talking about permanently rotating it so that it would be running around on it's head. The easiest way to do this seems to be by adding a Host Site Operation to the marine actor. Make a new Site Operation (Explicit Rotation), set the ID to something that you'll remember, and change these fields.

    Forward = (0.000000,-1.000000,0.000000) | Changes "forward" from the unit's PoV to it's current forward.

    Is Local = Enabled | If this is not enabled the unit will be stuck in the set rotation

    Up = (0.000000,0.000000,-1.000000) | Changes "up" from the unit's PoV to the opposite of the unit's current "up" e.i. down.

    Once you're done setting up the site operation, go to the actor of the unit that you want to turn upside down. Scroll down to the field called "Host Site Operations - Operations" and enter the ID for your site operation. If there's already a site operation entered just put yours after the excisting one and separate them with space. This is what it should look like if you called the site operation "UpsideDown" and add it to the medivac:

    Host Site Operations - Operations | UpsideDown

    The "up" Vector in this image would be the blue arrow (x=0,y=0,z=1), while the green arrow (0,-1,0) is the "forward" vector.
    What you want to do is keeping the forward vector as it is (0,-1,0),
    and changing the direction of the up vector to (1,0,0) (= to the left) or (-1,0,0) (=to the right).

    Afaik you need to use a site operation, since the SetRotation actor message is canceled when the unit moves.

    http://img268.imageshack.us/img268/9408/marinela.jpg

    Posted in: Miscellaneous Development
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    posted a message on Attach a weapon model to an unit

    Here's smth I posted on IRC a while back.
    http://bildr.no/view/651076

    The host site operations are actors that you have to add yourself unless they already exist. Usually the only SOp (Site Operator) you need is a attachment SOp, and most of those already exist.

    This is assuming you have a gattling model that you want to attach tho..

    Posted in: Miscellaneous Development
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    posted a message on Triggers: Unit is Created

    It is idd a bug. The event can be found in the library under Unit -> Abilities.
    One simple way to solve this is to copy the even from the library, to your own custom library (or make it local). Then set the Behavior parameter to take a behavior instead of an ability.

    Posted in: Miscellaneous Development
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    posted a message on How to create doodads ingame?

    A doodad = an actor, so the action you're looking for is "Create Actor".

    Posted in: Miscellaneous Development
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    posted a message on Scaling a dialog-based UI with resolution

    You could add an option to change the UI scale. That'll prolly make it easier to change to automatic scaling is they add support for that.

    Posted in: Miscellaneous Development
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    posted a message on Data Editor - Creating a Missile

    Can't check the editor atm, but what you're trying to do is definitely doable.
    There's loads of information here.

    Posted in: Miscellaneous Development
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    posted a message on FPcc(first person close combat)

    I don't think there's any need to create a persistant. You can prolly just go straight for the search area effect.
    If you set the search area arc to 90 or so it should (I think) search in front of the casting unit. If you only want your unit to hit one target at a time you can set the maximum count to 1.
    Set "Areas - Effect" to your effect damage and you should have a working melee effect.

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] Is it possible to "GET" any variable from the "Data Editor" to the trigger editor?

    Catalog Field Value Get
        Catalog: Weapons
        Entry: "Marine"
        Field Path: "Range"
        Player: 1

    Will return "5" as a string, which easily can be converted to a integer/real. Entry is the unit ID, not the name.

    Posted in: Miscellaneous Development
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