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    posted a message on [Solved] Impact Missile Double-impact actor Issue

    I have a missile turret-based missile. It has a behavior attached that searches for valid targets in a small area, for it to collide with. The missile stills otherwise acts like a missile turret. It is launched at a targeted unit, but it will collide with the first unit it hits and explode, killing itself.

    However, the impact animation is not working correctly. On impacting it's normal target, it works fine, but if it hits another unit, it fails to explode, no shield flair, etc.

    I tried to copy in the data from a spider mine's explosion, which worked, but it resulted in me getting continuous error messages, even if it did work. This, admittedly, is probably possible to ignore, but I would like to figure out what I should actually do in this situation.

    Also, I am somewhat concerned that this setup, on colliding with the intended target, might create multiple impact animations, which would be wasteful of resources.

    Generally, I don't know how the Actor Editor works, and mostly end up trying to copy what already exists.

    00:00:15.19 USER: [ 43c 2] CActorAction[BasicMissileAttack] Data configuration error; ActionImpact message arrived before [ 43c 2] CActorAction[BasicMissileAttack] commenced.

    Edit: Actually, as it turns out, aside from the possibility of the target being dead when the missile arrives (which retargeting hopefully will resolve) or no targets existing (which should be impossible anyway) it should only ever detonate when the behavior's search effect goes off. Might have a solution there, seperate actor... Edit2: Yep, that fixed it. Solved.

    Posted in: Data
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    posted a message on Weapon Retarget on attack unexpected multishot

    When the attack occurs, it issues the order. Unsure which order actually causes the repeat attack, and there is a delay between attacks.

    The proposition seems to be that on attack, you add a temperary behavior, which prevents additional attacks.

    Actually, I wonder if adding a delay before the order would help. Admittedly, attack speed modifications would throw that out of whack...

    Posted in: Data
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    posted a message on Weapon Retarget on attack unexpected multishot

    Based off of the Missile turret's longbolt missile. It already had a backswing. Removing it did not help either.

    Still, good thought.

    Posted in: Data
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    posted a message on Weapon Retarget on attack unexpected multishot

    I setup a weapon, which on attack, will throw a missile, and, via set effect, use a search effect. That search looks for a random valid target unit, and then issues an attack order to the source unit, applying to the selected unit.

    This does successfully have the effect of making it attack random units in range. However, it also causes it to attack 2-3 times per attack cycle of 10 seconds, when it should only attack once.

    Is there any way to resolve this?

    Posted in: Data
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    posted a message on Unit with 0 sight radius still able to "see" units

    So you want the ambience of the map to be darker? I think there are fog or lighting options available somewhere to help with that.

    Sight range determines how units reveal the Fog of war, which is a seperate concept.

    Posted in: Data
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    posted a message on Pathing changing ability and learn upgrades

    This is definitely a problem. If it was wc3, I would say use different pathing layers for each entity, E.g. Water pathing for buildings. However, since sc2 only has 4 that I am aware of: Air, (cant be used since you cant block it afaik) Pathable, Cliff, buildable. It might have more, but I was unable to locate any information on it last time I checked.

    One solution, although it would totally break path finding, would be to use a repulsion aura on each building, excluding builders + titans with bypass buff. Unfortunately, this is both inefficient, and would make all units think they can walk through the building, which would just block them when they get close.

    You could have an aura on the Titan when bypass is active, which applies supply-depot lower based effect to the buildings in range. Would allow other units to bypass too however.

    I cant think of an ideal solution unfortunately.

    Posted in: Data
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    posted a message on Spell instacast at curcor pinpoint?

    I know it is possible, and have a method that may or may not work.

    Set up a trigger that detects mouse movement for each player(Terrain position, not UI). Have it save mouse position each time in a global array.

    Then, Use a second trigger, going off when your instant-cast spell goes off. Make sure the instant-cast spell has no effect attached to it. Then, Manually activate the effect at the saved location, using the global array.

    Posted in: Data
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    posted a message on Gunship RPG

    Makes me think of Nightwatch company from wc3 as well. Shame that map was never finished.

    Posted in: Map Suggestions/Requests
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    posted a message on CraftCraft — EU/NA Beta
    Quote from wijo13: Go

    Really neat map. I have tried to play it a few times, but each time I get dropped at around 20 minutes in. Yesterday it happened around 19:18, then again around 19:30, then today at 20:34 (game time elapsed). Is there some trigger that would cause this for whatever reason, or...? Have you had any other reports like this?

    I'm in western US.

    Do you have a Mac? If not, Do the people you were playing with have Macs? If you look at the blog a possible solution exists.

    http://a1win.blogspot.com/2012/05/craftcraft-dropping-issue.html

    Posted in: Project Workplace
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    posted a message on CraftCraft — EU/NA Beta

    Each two tech points let you purchase an ability on your scv (or vehicle)

    Posted in: Project Workplace
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    posted a message on CraftCraft — EU/NA Beta

    Front page on NA, Release update NAOW!!!!!!

    XD

    Posted in: Project Workplace
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    posted a message on CraftCraft — EU/NA Beta

    Alright, Next time it happens I will inquire as to MAC status.

    Also, New bug. The teleport spell will drop you off the map if your target dies before you land.

    Also, I love how you hid ancients in the map....

    Posted in: Project Workplace
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    posted a message on CraftCraft — EU/NA Beta

    With the current US version, multiplayer appears to not work quite right. Specifically, people keep disconnecting. It happened twice so far, two people drop suddenly. I can't see any obvious triggers, but It looks like a desync, at least if it were in wc3. No idea if you can locally desync in sc2 tho...

    Posted in: Project Workplace
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    posted a message on Camera Height = No sound effects

    I believe one of the two sets of gameplay constants (thats what they were in wc3) has settings on how far away sound can be heard. Not sure which it was or what they are called however. Its one of the data editor tabs.

    Posted in: Triggers
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    posted a message on GetLocalPlayer()

    Ah, ok.

    Sorry, It seemed related, seeing as GetLocalPlayer Is used for local effects only, which pretty much includes UI, and models, so I didnt see it as a hijack. My mistake.

    Posted in: Galaxy Scripting
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