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    posted a message on 3.0 broke selling items

    ok, ive found the solution. You have to give the shop an inventory ability, then it works.

    Posted in: Data
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    posted a message on 3.0 broke selling items

    When trying to sell a item to a shop, i get an error message. Someone has found a solution to this ?

    Posted in: Data
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    posted a message on Shared Units

    i dont necessarily need a trigger solution, data is fine aswell. Ive thought about the switch ownership on selecting thing, but this is not a perfect solution of course, since it will be a bit messy, when more players select the unit at the same time. Ive tried the "share control" flag once, i seemed not to do anything.

    Posted in: Triggers
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    posted a message on Shared Units

    problem is theres not enough teams left. i already use 12 for the players. 1 for neutral, ad need 4 more, but there are only 3 left as theres 16 in total.

    Posted in: Triggers
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    posted a message on Shared Units

    I have 4 teams, 3 players each. Id like to add some units, that are controllable for each players of the team. So a unit, that is controllable for each player of team 1, a unit controllable for each player of team 2 and so on... so pretty much units that are "owned" by a team, and not by a player. Is there any way to do this ?

    Posted in: Triggers
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    posted a message on Create unit if target dies buff

    Buffs have a field called "final". You can link an effect here. Use this to link the effect, which creates an infested terran. Also make sure not to miss what drsuperevil is saying.

    Posted in: Data
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    posted a message on Adding Beam to 'Raynor Snipe' Ability

    @feniks: its only gfx. Gameplay working perfect. @küken: ive been trying to do this, but the problem with this is: the beam does not go the same direction where the actual effect goes, but the beam seems to be fired exactly in the direction where the weapon of the firing unit is pointing at. Since im not using a unit with Raynors model for this ability but a different model, i just use an attack animation on the model when it performs this spell, and the weapon is not 100% pointing in the correct direction, its maybe 10° off, enough to make the beam look really stupic tldr: beam not going where ability effect is going, but where ability using model's weapon is poiting, i dont exactly know how to fix this

    edit: aight aight aight, i got this. i removed "attach weapon" from the host impact site ops field.

    Posted in: Data
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    posted a message on Adding Beam to 'Raynor Snipe' Ability

    Title says what i wanna do. Wanna use some kind of beam, to make it look more fancy, a little bit of 'shock-rifle-like'. Ive used the HybridCAttack beam and changed the triggering Effects in the events field to RaynorSnipeCreatePersistent. The problem is, when i use the ability, the beam appears, but it is created starting at the casting unit (which is good of course) and going to the first target hit, which is not how its supposed to be. If i dont hit any targets at all, there is no beam. So the problem is, the beam hits the first (closest) unit, which takes damage from the ability instead of the point on the ground, where the ability ends. Ive no idea how to fix this.

    Posted in: Data
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    posted a message on z2.mod

    I want to present my mod "z2.mod" (I dnot really have a real name yet)

    Its a mod I'm working on. You control one character, right click to move, left click to shoot. Setting is kind of Zombie / Resident Evil - ish. In general its less action-, but more horror- like. Going full rambo on the undead doesnt really work, you gotta play it smart, try to save ammo to survive. Its still beta and far from finished, still some bugs and many things to do yet. But I'm actually not really sure if it is good enough to be worth working on it, so I want to publish it now and hear some feedback. Then I can decide if I continue working on this or not.

    Instead of too much text I made a short gameplay video which should give you a pretty good idea about the gameplay:

    Like i said its far from finished, so the mod is not really that long to play through, but the dificulty is rather high, so you should require some attempts to beat it.

    It is currently published on EU and America Regions. Search for "z2.mod" @ Arcade to play. Would love to hear some feedback.

    Posted in: Map Feedback
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    posted a message on Using HotS stuff after the launch
    Quote from zeldarules28: Go

    You will not need to publish your map twice (although if you wanted to create two separate versions, one with HotS assets and one without, you could do that). That means your map shares popularity between the games, it's not seperate.

    im not really sure what this means, does it mean of you publish a hots version and a wol version, their pupolarity will add up? or will they kind of compete against each other?

    Posted in: General Chat
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    posted a message on Question on Selection Circles

    actually found a solution. setting the y coordinate to +XXX does work

    Posted in: Data
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    posted a message on Question on Selection Circles
    • bump* someone got a solution here ?
    Posted in: Data
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    posted a message on Gas Canister

    Something like this: http://www.cambranddesigns.com/wp-content/uploads/2012/03/Gas-Canister-1080.jpg Low-poly. Can be low quality overall aswell, as long as its recognizable im fine with it :)

    Posted in: Requests
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    posted a message on Key Model

    Is not so important anyway, i just recolor the key anyway by usign actor events, it doesnt really matter, since the model is really small in my map, so you dont really realiz its only one plain color.

    Posted in: Requests
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    posted a message on Red Font @ Actor Events

    recently im having a lot of actor events appearing in red font. Didnt have that before, not 100% if its the new patch or some option i changed, but most important thing is, what does it mean?

    Posted in: Data
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