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    posted a message on [Contest] Unit Spells

    @b0ne123: Go

    When they're on fire, you should increase their move speed by 30%, and make them run around randomly :) (easy to do with a trigger)

    Posted in: Project Workplace
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    posted a message on Problem with Attachment point

    @RileyStarcraft: Go

    Oh haha, sorry man.. I thought SOpHigherBy5 was the name of someone. It looked like you were telling that person to just dupe and change the offset lol. My bad.

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on Problem with Attachment point

    @RileyStarcraft: Go

    Change the offset where? how? That didn't answer anything man.. you just sort of repeated our question lol.

    Q: How do I change the offset? A: Just change the offset.

    :(

    Posted in: Miscellaneous Development
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    posted a message on Problem with Attachment point

    I'm having this same problem, can't seem to get my model to attach in the right spot. I even used sendMessage "setHeight..." and "setPosition (Height)..." and all that. It properly sets the height of the actor, but as soon as the unit moves or changes in any way, the actor immediately resets back above the units head.

    Halp please. Any way to properly offset the models position when it's attached to a unit?

    Posted in: Miscellaneous Development
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    posted a message on Creative Doodad Uses

    Not really an "artistic" way, but another great way to use doodads is by turning em into units. Could be custom buildings, people, ships, etc. (Not sure if this has been shown here or not, hopefully not)

    Here I've got the doodad "Metal Wall" acting as a reinforced door unit on a defense map I'm going to finish someday. (It even takes up 1x4 space, so it acts as a perfect wall while it's alive). Doodad Unit

    To make a doodad into a unit (I'll explain a building), just do this:

    1. For ease, duplicate a building 'unit' (like a supply depot).

    2. Duplicate the building 'actor' as well.

    3. In the new actor, change 'Art - Model', 'Art - Model (Build)', 'Art - Model (Placement)' to the doodad you want. (Change any other property you want here)

    4. In the same actor, make 'unitName' point to the unit you created.

    5. In that unit, set any properties you want, and set the 'Pathing Footprint' and 'Pathing Footprint - Placement' to the size of the area you want the building to occupy (space needed to place, and space it takes up after placed).

    6. In the same unit, go to 'Unit - Flags' and enable 'Turnable', this will allow you to rotate the doodad/unit in the map editor. (Note: Turning the doodad/unit in the map editor will not affect it's Footprint. To have a verticle and horizontal wall type of unit like shown in the image, you will need 2 versions, one with a 1x4 footprint, and one with a 4x1 footprint)

    7. Profit

    Posted in: Terrain
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    posted a message on [Contest] Unit Spells

    Entry: Inflate

    Description: Inflates a biological unit, slowly increasing it's health and size over 5 seconds until it enventually explodes, dealing half it's current health to all nearby units (Self and Allies included).

    Uses: This spell can go both ways. Use it on a friendly unit to create a ticking time bomb, or turn a friendly unit into a tank which then kills everything around it. Or put it on an enemy unit in a group, to make that enemy die and take out others. But beware, if enemies catch this, they may send their inflated unit back at you!

    I originally wanted to use the infestor to use this skill, using his tongue as a channeling spell. Similar to Neural Parasite, which would have been infinately cooler (as if his tongue was pumping stuff into the unit, causing it to inflate), but I couldn't figure out how to disable the mind control attached to that skill. I think it may be hard coded internally somewhere?

    Also, what program do you guys use for screen capturing? (I'd love to make a youtube vid on this, like how others did)

    Posted in: Project Workplace
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