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    posted a message on Messing with missiles - problems and questions

    Do you mean this tutorial?: http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html Thanks, I didn't read that before, and it certainly isn't difficult to follow. However, that tutorial is very specific in that it refers to making missiles fired by weapons from units, so it seems like it wouldn't be of that much assistance as my missile is fired by an ability.

    I did try setting the Impact and Launch effect tokens of the missile turret's attack actor to my missile effects, but that did nothing but add a Launch effect sound; Impact effect sound was inexistent (unless I became temporarily deaf). No SFX was to be seen, perhaps because the missile was still traveling at ground level (which I forgot to mention. That's why I asked how to alter flying height).

    Posted in: Miscellaneous Development
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    posted a message on Messing with missiles - problems and questions

    I made a 'collision missile' sort of ability; it fires a missile that travels 20 units in a direction, dealing damage the first enemy unit it meets on the way and destroying itself (the missile). This was done in the data editor (ability casts -> create persistent -> launch missile w/ offset -> add buff to missile -> buff periodically searches for enemies).

    I've run into a major problem: for some reason, the ability does not work at certain angles (from the casting unit). These angles are constant within a game, but not between games; it's as if, at the start of the game, something is selecting a range of angles and forbidding the ability from working at those angles. I really have no clue as to why this happens, so I'd like someone to help out. My test map is attached to this post.

    Aside from that, I've also got a bunch questions about projectiles/missiles:

    1. [ignore this one] How do you alter the flying height of the projectile?

    2. How do you make it so that, say, the missile is launched from the unit's weapon? To me, actor and hosting operation tutorials are massive walls of blinding (text) pain, so I'd be grateful if someone could tell me the steps to be taken to accomplish this (specifically for the ability I made in the test map).

    3. How do you add SFX and sound when the missile is fired and when it dies (explodes)?

    4. How do you make it so that missiles can or cannot hit other missiles? I did notice the 'missile' field in target filters, but is that all that needs to be altered? There's stuff like ammo life...

    ...And that might be it. To those that answer, thanks in advance.

    Posted in: Miscellaneous Development
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    posted a message on Question- AoE Snipe

    For the sake of becoming less clueless with the data editor, I ask; Without creating new objects or using triggers, how would you make Ghost's Snipe into a point-targetted, AOE damage ability?

    Posted in: Miscellaneous Development
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    posted a message on Behaviours and attaching

    I've got two questions;

    1. Fields (such as 'Duration Bonus/Random Max/Minimum') imply that behaviours can have durations increased when stacked. I've managed to stack the bonuses from behaviours (so I know they're actually stacking, at least), but the duration remains at the base value. So, can behaviour durations be stacked and how?

    2. How do you attach something to something else? For example, a specific timer to a specific unit. You used to be able to do this through handle IDs and hashtables in WC3's World Editor; how does one do this in the Galaxy Editor?

    (Edit: I just found the Set Unit Behavior Duration action... Eh, well, although not necessary now, it'll still be nice if someone could answer my first question.)

    Posted in: Miscellaneous Development
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