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    posted a message on Point defense drone targets?

    Well I'm guessing; as you've said; that setting the flag to "missile" plays a part in whether or not they are targetable, but I have a feeling there might be some others to check too. The Hydralisk's missile moves pretty darned fast, so it can't be anything to do with speed. Remember, all missiles have a unit component to them. Check the unit's values to see if its flags are set to invincible/targetable etc, as those might affect whether or not the PD drone engages them - seeing as they treated as targetable units. That said, I've had a look at the two, and I still can't see anything which might give a hint as to why it doesn't work :(

    Just food for though, and I hope it helps.

    Posted in: Miscellaneous Development
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    posted a message on SCV Attachment / Attack Origin.

    Hey Guys.

    I've been modifying the SCV somewhat for my map, as it's one of the playable heroes, though I've run into a bit of a problem.

    I've got a custom (standard projectile-type weapon) to replace the Fusion Cutter, and that's all worked out excellently thus far - launch flash, impact, missile and all. I am however, struggling to change the attachment method of the weapon. Right now, the attacks are coming out of SCV's chest, and no amount of fiddling about with the attack actor's attachment methods seems to be changing this. Could anyone clue me in on how to make the weapons fire from one of the SCV's arms?

    Help is much appreciated!

    Posted in: Miscellaneous Development
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    posted a message on Model for farms?

    Dude, just have a look in the models. It's really not that hard. I don't see why you'd need to ask on the forum about something you can clearly investigate yourself.

    That said, there's a lot of doodads and models that are not yet implemented in the game. The prefab' buildings in some of the campaign screenshots spring to mind. A lot of these will become available when the game goes retail, so until then, use placeholders I guess.

    Posted in: Miscellaneous Development
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    posted a message on Custom unit classifications?

    I'm doing something similar in my own map, where I've streamlined unit classifications into several more general categories to make ability bonuses and penalties easier to handle. Mine are: Heavy Vehicle, Light Vehicle, Heavy Infantry, Light Infantry and Boss. Whilst I haven't yet found a way to add more, you can edit the existing ones in the text editor, changing them to your own custom names. After that, it's just a matter of being very thorough with your references to the unit types.

    As far as I know, there's only about 5-8 or so of them to play around with, so if you need more, I'm not really sure what you could do at this point.

    Hope that helps!

    Posted in: Miscellaneous Development
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    posted a message on Actor animations: How to reference specific parts of an animation?

    El bumpo - Trying to figure this out on my lonesome is proving most challenging!

    Posted in: Miscellaneous Development
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    posted a message on Actor animations: How to reference specific parts of an animation?

    I have a question:

    My unit has 2 weapons, each of which are usable against ground targets and each weapon is triggered at different ranges. I've set them up, and they are used when appropriate, as planned. Thing is, I want one of my weapons to use a different attack animation. I've managed to set this up in the actor's events, and my unit now has separate attack animations for each of his weapons respectively. The fundamental basics of it are all worked out.

    What I need to know however, is how to "chop" or abbreviate animations. Is it possible to set the animation played for; say; an attack animation, to a specific time-frame of a given animation?

    EG: The attack animation is 5 seconds long. By default, the game will play 0.00 all the way to 5.00 seconds of the animation. I want to be able to specify that the animation will always start at; say; 1.00 and finish early at 4.30 seconds.

    To illustrate - say I use a Marine, and his regular attack animation for the Gauss Rifle runs the full animation, but his secondary weapon uses a similar animation. Say I want the animation for his weapon to be a single shot weapon, meaning the attack animation would have to be abbreviated so that it doesn't look like full automatic fire - Suffice to say, it would be weird if he fired a single shot and the animation for the actor showed him firing a long fusillade of bullets!

    Is it possible then to have only a specific portion of the given animation's timeframe as the shown animation?

    Posted in: Miscellaneous Development
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    posted a message on Getting beams to come from the air, for my hammer of dawn

    I actually tried doing something like this myself a while back and the "fired-from-invisible-air-unit" approach worked. The only problem was that at a certain height and at certain angles, the beam effect would not draw. Right now my satellite-strike ability just uses a column-style damage effect, but it's a poor substitute :(

    I'm pretty sure you'll run into the same problem. Sadly, I don't know how to get around the issue.

    Posted in: Miscellaneous Development
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