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    posted a message on Having the first level of an ability initially learned

    So I have some levelable abilities, and it all works fine as far as earning points and leveling abilities up.

    What I wanna do though, is have my hero with all their abilities at level 1 from the start. Without having to spend any points. Does anyone know how I can do this? The enable/show ability triggers didn't seem to work.

    Are there other triggers that I can use for this? Or is it some number field in my learn-ability somewhere?

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Starting with level 1 abilities learned

    So I have some levelable abilities, and it all works fine as far as earning points and leveling abilities up.

    What I wanna do though, is have my hero with all their abilities at level 1 from the start. Without having to spend any points. Does anyone know how I can do this? The enable/show ability triggers didn't seem to work, I'm assuming it's some number field in my learn-ability somewhere.

    Posted in: Data
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    posted a message on Deleting terran drop pods?

    @Oatin: Go

    I haven't touched either of them. If you'd like to see what I'm talking about, you could grab the map at http://www.sc2mapster.com/maps/kerrigans-vengeance/ and once it's running just scroll to the very extreme top-left corner of the map to where one of the drop pod locations is.

    It must have something to do with the fog, but I can't for the life of me figure out a way around it..

    Posted in: Miscellaneous Development
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    posted a message on Deleting terran drop pods?

    @Oatin: Go

    It spawns in the fog of war, but doesn't despawn, when I move units in to clear the fog, the pods still don't despawn. Although, using the fog of war cheat "tooktheredpill" does seem to clear out the pods for some reason :S

    Posted in: Miscellaneous Development
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    posted a message on Deleting terran drop pods?

    @Oatin: Go

    I am indeed using the normal campaign trigger, I tried calling Unit - Kill (Last created cargo unit) and Unit - Kill (Last created unit) right after my drop pod trigger as well, to no avail.

    On further testing, they seem to be only sticking around when they drop in the fog war though. When I use a map cheat it seems to work fine.

    Posted in: Miscellaneous Development
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    posted a message on Deleting terran drop pods?

    @SoulFilcher: Go

    What, you mean like a unit-kill?

    Posted in: Miscellaneous Development
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    posted a message on Deleting terran drop pods?

    So I have a map that spawns a wave of terran forces (via drop pod) every 30 seconds or so off screen. The drops work great, except for the fact that the drop models don't seem to despawn properly when their animation is done. (see picture)

    I am creating these drop pods using the following trigger:

    Campaign - Create Terran drop pod at DropPoint with DropGroup (Dont Wait until it finishes)
    

    with DropPoint and DropGroup being point/group variables I'm using.

    Does anyone know of a way I can clean this up? I don't believe the drop pods leave any kind of script-model reference, so I'm not sure if I can clear these up via trigger, but I'd love to know if anyone here has any advice.

    Thanks,

    Posted in: Miscellaneous Development
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    posted a message on Removing structure death-crater

    @StragusMapster: Go

    I already have that line in my trigger, unfortunately it doesn't seem to work after the building has died.

    Posted in: Data
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    posted a message on Removing structure death-crater

    Hey guys, I'm making a map where the object is to kill a particular building. Once the building has been destroyed it cuts to the outro scene. Unfortunately the crater from the dead building is still present for a couple seconds in the cutscene before it disappears.

    Does anyone know where I would look to reduce or remove the duration of this effect?

    Thanks,

    Posted in: Data
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    posted a message on Warning when using modified consume ability in 1.4

    Actually the ability usually works fine the first time, it's on subsequent uses that the warning seems to appear..

    Posted in: Data
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    posted a message on CActorModel ability warning in 1.4

    Hey guys, with the latest patch that came out I seem to often be getting an error whenever I use one of my hero's abilities. It's a slightly modified version of Tosh's consume (cost was changed and the target filters)

    WARNING: [ 217 f] CActorModel[ConsumptionLaunchModel] Model created via Cache; ModelLink[ConsumptionLaunchModel]; Failure to initialize.

    Does anyone have any idea what could be causing it?

    Thanks,

    Posted in: Miscellaneous Development
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    posted a message on Warning when using modified consume ability in 1.4

    Hey guys, with the latest patch that came out I seem to often be getting an error whenever I use one of my hero's abilities. It's a slightly modified version of Tosh's consume (cost was changed and the target filters)

    WARNING: [ 217 f] CActorModel[ConsumptionLaunchModel] Model created via Cache; ModelLink[ConsumptionLaunchModel]; Failure to initialize.

    Does anyone have any idea what could be causing it?

    Thanks,

    Posted in: Data
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    posted a message on How to read warnings in-game?

    Ok, is running it in test mode the standard Ctrl+F9 way? Or is it something I've missed? Also, where in the editor options can you activate a trigger debug window? I haven't seen anything like that yet..

    EDIT - Nevermind, I've figured it out now...

    Posted in: Miscellaneous Development
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    posted a message on How to read warnings in-game?

    So with patch 1.4 I'm now getting warning when I use a modified Consumption ability in one of my custom maps:

    It'd be cool if anyone here knew how to fix it, but I'm mostly wondering how I can actually view the entire warning so I can try to get to the bottom of it myself.

    Thanks,

    Posted in: Miscellaneous Development
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    posted a message on Stop/remove death animation via trigger

    It's Death time is set to 0 in the editor currently (not really sure what that means) I tried using that trigger in valerian 02 as well to show the terrain cells over top, but that didn't seem to work either :(

    Anyone else have any ideas?

    Posted in: Miscellaneous Development
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