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    posted a message on Bug with Raynor Penetrator Round

    @Xackery:

    I see, so we just have to rename the globals on a copy and that's it. It's not that hard after seeing how it works in fact, now each unit got his own globals.
    Well, great thanks for the help !
    I'll do that on my map, after understanding why my character don't pick up items in his inventory... T.T (edit : found it, wrong class in the items container).

    Posted in: Miscellaneous Development
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    posted a message on Bug with Raynor Penetrator Round

    @Xackery:

    How do you create other globals like that ? I'll try it.
    i've tried to make clone of units (so it's clone everything in there, like actors and stuff), but it didn't work. So I presume it don't make any copy of the global.raynorbeam

    Posted in: Miscellaneous Development
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    posted a message on Bug with Raynor Penetrator Round

    I found yesterday how to fix the death animation.
    On Data Editor :
    -> Click on the button "Show table view" to switch to the board type (instead of cells one)
    -> Go to RaynorCommando actor (the main one, with an icon)
    -> Go to "Combat" tab
    -> Go to CActorUnit_DeathArray_ModelLink board
    -> Go to "e_deathTypeNormal" (I only use a normal weapon in this map)
    -> Change "id" by "MarineRaynorDeath"

    Of course, delete the Valerian02_PreventDeath from the Behavior table (Behavior tab of the unit)

    For the line bug, I've deleted the Abil.RaynorSnipe.Cursor from the RailgunCursorModel Actor of Raynor. After that, the Actor disappeared from the list and the line was not there during game. I think there is a better way and a solution to fix it, but I didn't found it.

    Posted in: Miscellaneous Development
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    posted a message on Bug with Raynor Penetrator Round

    @Molsterr: Go

    "once the ability is used, the unit can not move" Mmmh... The ability work perfectly here, the only problem I have is the graphic line.

    I've found something else with this Sniper Raynor. He's not deserve to die (he got the PreventDeath ability). If you delete this ability, and if he die, the model simply disappear... no dying animation and corpse. If someone know how to use his die animation from the Marine Raynor, it would be great.

    Posted in: Miscellaneous Development
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    posted a message on Bug with Raynor Penetrator Round

    @Eiviyn: Go Haha yeah, dirty way to fix it... but not even working :/ I've made a copy for everything (unit, ability, effects, actors, etc.)

    The line is stuck to the last created Raynor-type unit (if I create another "Raynor" later on the map, the line bug is transfered to him, but not to another unit type).

    It's sad because the skill works fine (bullet is shot by the good unit), it's just a graphic issue.

    Posted in: Miscellaneous Development
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    posted a message on Bug with Raynor Penetrator Round

    Hi everyone (sorry for my english).

    I've got a problem with the "Penetrator Round" ability of Raynor. If I put 2 or more Raynor (Sniper) in the map, and if I want to use the Penetrator Round with one of them, the line didn't start from the casting unit, but from an other one (always the same).

    http://a.imageshack.us/img823/9976/screenshot2010081021574.jpg

    As you can see in this screen, I've selected one of them (the top one), but the line starts from the bottom one... but the range circle is good. When I try it in multiplayer, the line starts from the enemy's Raynor unit (so I can see his position through the fog of war).

    The only things I've changed in this skill is damage (100) and cooldown (3).

    It's really REALLY annoying, and I don't find how to make the line starts from the good casting unit. I've tried a lot of things, nothing work. I don't mind if someone got a solution which disable it, I just want this bug disappear.

    Posted in: Miscellaneous Development
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