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    posted a message on SFX with Buff Continuous Actors - Model problems
    Quote from BorgDragon: Go

    @Kueken531: Go Like, Behavior.X.On -> PlayAnim Stand Stand PlayForever

    I just tried this way but it still play once.

    I used "ArcadeMegaBombImpact" model which has only the Birth animation, in the actor events+ i made an event to create when the behaviour goes on and another to "AnimPlay Birth Birth PlayForever", but it just play once.

    I also tried to add another event Animation completed (with Birth as animName term) AnimPlay Birth Birth PlayForever. Still plays just once :( (i dont have the english version of the editor, so names might be slightly different).

    Posted in: Data
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    posted a message on SFX with Buff Continuous Actors - Model problems

    Hi, i have an aura style behavior and i am using a "continuous buff" Actor to display its effects on affected units.

    The graphic effect must be persistent and never stop while the aura-affected unit is in range.

    When i create a "continuous buff" actor, an anim-bracket event is automatically created and that should make the trick. (of course the actor is created when the aura goes on).

    My problem is that only few models actually work, for example if i use "active crystal" (as suggested in all the aura tutorials i have seen) everything works fine (the actor keep on playing the model animations all the time the unit is inside the aura range).

    Most of the other effect models used with this actor will just play once, while others will not play at all.

    Let's take for example the effect model called "ArcadeMegaBombImpact" , using this model (i believe you have to first create a Model object using this model) the Actor will just play once.

    If then we try "ArcadePowerup1", this one will just not play at all, and this will happen also with most of the "impact" effects.

    So i am asking how to make those effects play in my buff continuous actor.

    I hope i explained my problem in a clear way...

    Thanks,

    Nite

    Posted in: Data
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    posted a message on Make a cpu unit cast an ability when attacked

    Thanks to everyone, it works perfectly!

    Posted in: Data
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    posted a message on Make a cpu unit cast an ability when attacked

    Is there a way i can make a cpu controlled unit cast an ability when it is attacked using data editor? (protoss sentry shield). It's a TD map, so no IA is active. I know how to do this with triggers, i was wondering if there is a way to do it with data editor.

    Thanks,

    Nite

    Posted in: Data
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    posted a message on Problem with Requirements

    @Kueken531: Go

    thanks, works. It was easier than i thought :D

    I wish there wasn't that bug of the OK button. I can add the tooltip to most of the requirements, but few just don't let me click the ok button.

    Posted in: Data
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    posted a message on Problem with Requirements

    Hi,

    This is the situation : i have a building that can be upgraded 5 times to better versions.

    Now, i have another building that to be built requires the first to be at least level 3.

    I made a requirement that checks if the player have the first building at level 3 OR level 4 OR level 5. (If i check only for lev 3 obviously when i upgrade to level 4 i will not be able to build the second building).

    Everything works fine, the problem is that the requirement on the second building build button shown in game is very ugly and long (showing like Have Building1 lev3 OR lev 4 etc...). So, the question is, is there a way i can tell the game that the first building level 3-4-5 are actually the same, to have a requirement shown as "Have building1 at least level 3" ?

    Thanks,

    Nite

    Posted in: Data
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    posted a message on Graviton Beam ability on a building

    @Nite01: Go

    solved, had to set arc to 360!

    Posted in: Data
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    posted a message on Graviton Beam ability on a building

    Hi, i'm having problems making the ability "graviton beam" of the phoenix work on buildings (meaning buildings that have the ability and target other units). I added the original ability to a building and set up the command card, nothing else. If i do that for a normal unit, lets say a marine, everything works fine, but if i give the ability to a barrack, it doesnt work. (it target the enemy but doesnt lift it, though the ability button become white (active))

    What am i missing?

    thanks!

    Posted in: Data
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    posted a message on Making Icons for requests
    Quote from Adelios: Go

    ok done them, hope you like them if not i will find you and kill..that was REALLLY BORING work :<< give credits if used:)

    p.s Background is transparent...its bugged on jpg

    awesome, i wasn't expecting them that fast :D They are just perfect. Thanks a lot!

    I will surely credit your work in my map when i will release it.

    Thanks again!

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    I'd like to have the colored version of a few critters icons which in the editor are only present in black\white.

    Here are the original icons. (i hope they works, i had some troubles exporting from the editor)

    Posted in: Art Assets
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    posted a message on Spine Crawler Actor Help
    Quote from Wakeman: Go

    Got help from someone and finally solved the problem! It turned out that I need to change the Host Return and Host Support fields of the missle actor manually to the new value. Hope this helps others as well!

    Thanks, this helped a lot!!!!

    Posted in: Miscellaneous Development
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    posted a message on Problem with Turrets of morphed units

    @Nite01: Go

    bump

    Posted in: Data
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    posted a message on Problem with Turrets of morphed units

    @Selfcreation: Go

    The problem is just about the turrets, all the morph things works correctly. The units with turret also work correctly (their turret turns) when i place them with the editor or i directly build them in game with a probe-like. The problem is just about when i morph them, the turret just dont work anymore.

    Anyway, this is an example map i made to show the problem. You can test it by targeting your ultralisk with the custom cannons, you 'll notice that if you morph one of the lev1 ones, turret will no longer work, while the lev2 placed with editor work correctly.

    http:www.megaupload.com/?d=U8GWJDOQ

    Posted in: Data
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    posted a message on Problem with Turrets of morphed units

    @Selfcreation: Go

    i followed exactly that tutorial, and turrets still dont work :( they just work alone, dont work if they are upgraded :(

    Posted in: Data
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    posted a message on Problem with Turrets of morphed units

    @Nite01: Go

    bump

    Posted in: Data
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