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    posted a message on Multiple Attacks

    Hi all! I'm trying to create a weapon for my sensor towers... sort of electric coil that fires little lightnings at nearby enemies.
    Fact is that I would like to produce something really randomic, like this: ... well, ok, maybe not *that* complicated but somehow similar to it.
    So, I created 3 electric coil weapons with the same Period (2 seconds) and a RandomDelayMin/RandomDelayMax of -1/+1. Then I created a turret with YewArc 360. Finally, I gave the sensor tower Attack ability, filled TurretsArray with 3 times the same turret and WeaponsArray 3 times with ElectricCoil->Turret.
    The weapon has unchecked Linked Cooldown, so multiple weapons can fire at the same time and it's effect it an EnumArea with Count 1, Arc 360 and TargetSorts TSRandom.

    The weapons are working fine, they fires at the same time without problems producing a nice random effect also but:
    1) I can't find a good lightning effect among the models... so if anyone can suggest me a good one that would be appreciated.
    2) The radomic TargetSort is good, but sometimes it makes two or three weapons attack the same target and I would like to have all the weapons attack a random target but not the one that is already being attacked by other electric coils. So, to be clearer, I need unique targets.
    3) I'm using a SOpOverHead for the beam... but a lot of beams I'm trying are not being shown. I didn't created a missile, I'm just showing them through an actor that plays the anim.

    Posted in: Data
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    posted a message on Dependancies Problem

    When I add the "Liberty History (Campaign)" (or whatever is called in english) dependancy in the editor, a new library is added to my Triggers section. The problem is that it looks like obfuscated. No directory names, no variable names, no trigger names, empty or null data references into triggers... is that normal?

    I'm using the italian localized version. I've tried to add that dependancy also in a brand new map and I've tried also the dependancies fix trick. Nothing to do.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Variables in Tooltips

    Does anyone know if it's possible to insert a variable's value into a tooltip?
    I mean a dynamic variable, not a constant one, so I don't need to update the tooltip's text every time the variable value changes.

    I'm currently using the function "Combine Multiple Texts" with:
    - Text 1
    - Variable To Text Conversion
    - Text 2
    but I was wonderig if there is a more efficient way to do that.

    Posted in: Triggers
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    posted a message on [Problem] Kills To Caster

    Hi again everyone! I'm facing a new problem and looking to see if anyone's got any suggestion on how to give the credit of a kill earned by a transporter to its cargo/passenger. I have a transport that can hold only 1 unit at a time... and I would like to award its kills to the hero that loaded into it.

    I found an effect and a behavior called KillsToCaster that are used by Vulture's spider mines and I was thinking that an elegant solution would be to use something similar in order to meet my needs. Is it possible?

    Another solution would be using triggers, but I don't know how to use them properly for my purposes because it would be necessary to remove a kill from the transport and award it to the hero.

    to the caster of these abilities instead of the missiles.

    Posted in: Data
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    posted a message on CAbilBuild Problem

    Solved... I just missed an actor that was not included in the references list!
    Thanks all for help as ever! ^^

    Posted in: Data
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    posted a message on CAbilBuild Problem

    Ok so... the scale problem has gone.
    Now... I can't get rid of the other one. When I place the buinding on the map and my SCV starts building it, both construction animation and constructed unit are shown at the same time. I've tried with the default depot and this doesn't happen... any suggestion? I've looked into actors, behaviors but I can't find anything mismatching.

    Posted in: Data
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    posted a message on Behavior Tooltip Reference

    Solved! Thank you very much! ;)

    Posted in: Data
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    posted a message on CAbilBuild Problem

    I have duped the building ability of SCV and I've also created a new building from an existing terran building (depot). But i have two problems:

    1) The depot building I'm using has an increased scale (1.2 instead of 1.0) so it looks a little bit bigger than the original one. When I fire the building ability, the transparent building shows up on the cursor and I can choose where to place it. The problem is that the placement preview building looks scaled like the original one, smaller. How can I fix that?

    2) As soon as I place the building on the ground, my worker unit starts to build it and the construction animation begins. There I have two weird problems. The first one concerns the scale again (the construction animation uses 1.0 scale and not 1.2). The second one is that the completed building shows up at the beginning, while the construction animation is still running... so I can see the completed depot over the construction animation. Any clue?

    It seems like some event in the depot unit actor is not firing correctly... like BuildingTerrainFlatten or something similar.

    Posted in: Data
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    posted a message on Behavior Tooltip Reference

    I've seen some references in button tooltips, but only concerning abilities or effects. Is it possibleto add a behavior reference? And how can I get the right reference name?

    I need to show a CBehaviorBuff_Duration in my button tooltip... so far I've tried a lot of references like Behavior,MyBehavior,etc... but I didn't find it.

    Posted in: Data
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    posted a message on Ground-To-Ground Missle Pods

    Thank you very very very mych for this kind reply ^^
    I'll try and let you know!

    Posted in: Data
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    posted a message on Two "Simple" Requests

    For my map I require some model creation/editing but I'm really not skilled with 3D works, so I was hoping someone here could help me a bit realizing something that could also be useful for the whole community in the future. I'm using a war pig as hero in the map I'm creating, but unfortunately the abilities I'm planning to give him require one model modification and a new animation for both modified and original war pig models.

    1) For what concerns the model modification, what I need is a modified version of war pig model with the flaming reaper jet pack on the back. Of course, that model should also include a full set of jump animations. 2) For what concerns the animation, both modified and original war pig models should include a spell animation similar to Raynor's or Tychus' one that is used in the campaign for granade toss ability.

    I really hope someone could help me out with this, as it's the final step to complete my map. Of course, I'll give the credits to the author at the beginning of the map and the models will be also publicly released.

    Thank you in advance, Zara.

    Posted in: Art Assets
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    posted a message on Ground-To-Ground Missle Pods

    Bump

    Posted in: Data
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    posted a message on Goliath Guns

    I've noticed that Goliaths have two rows of cannons for ground attack but, while attacking, only the biggest one shoots. I've also noticed that, Hellfire missiles apart, Goliath unit has two cannons: GoliathG and GoliathGUpgraded. I don't remember exactly because I played the campaign long, long time ago... is there a way to enable the double shoot through laboratory/armory/upgrade?

    Posted in: Data
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    posted a message on Follower Unit

    How can I check whether a unit has a premade AI or not?

    Posted in: Triggers
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    posted a message on Follower Unit

    Hi all!

    How can I create a sort of support unit for my hero? What I mean is a unit that is owned by player, but can't be controlled by him directly and does some actions without need to give it orders. For example... a medic that follow the hero and heals it when necessary without orders... or a marine that follow the hero and attacks enemies automatically... things like that.

    Posted in: Triggers
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