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    posted a message on Ground-To-Ground Missle Pods

    Bump!
    Still badly stuck... does anyone had it corretly duped?

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

    Yeah, I was thinking about an unreferenced actor controlling missiles direction and impact location... but for the moment I had no luck. If it is "hidden", it's really well hidden. Damn.
    For what concerns the turret... ok, there is no way to control the bone. But so, the turret's rotation obtained with normal attacks is hardcoded?

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

    Thank you for the reply!
    Well, working again and again... I came to something closer. But it's still bugged.

    1) First of all, I think that the dupe process (I duped all the effects and actors) messed up something: the explosions' delay no longer works even if it's linked properly. As soon as I fire the ability, I see the explosions well before the impacts and then missles start to come out from the Hellion... -_-
    2) I don't know how to make the Hellion's turret face the location targeted by ability's cursor, and then block its movement until the ability is finished.
    3) I don't know which site operator to use. I've tried with SOpHeightLaunch, HellionAttackDamageSiteOpForward and HellionBuildingBurnerAttackDamageSiteOpForward with no luck. I can't find the Hellion's turret site operator so missles start to come out from the bottom of it.
    4) How can I add the tree burn thing?

    The ground to ground problem (missles on the original ability go up in the air) has been resolved by the dupe. After duping the ability... well... I don't know why but they are targeting ground now...

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

    Been trying to build an ability for a while but without much success, so I was hoping someone could instruct me how to do.

    The ability I'm trying to make is similar to Battle Cruiser's missle pods, but with a bigger effect area and missles moving from a Hellion's cannon to the ground. The Hellion should not move until all the missles have been fired from the cannon. The damage that every missle deals should be very low, but with a good bonus versus non biological units (like tanks, goliaths, etc.) and versus structures/buildings. That would be nice to add also tree fire to the effect.

    I duped the missle pods ability and tried to mess a little bit around with it, but I can't find the right way to do what I'm looking for.

    Posted in: Data
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    posted a message on [UltiDrgn]'s Request Corner

    I would love to have a jet pack model based on reapers' one. Sort of plugin that can be attached to units to give them the cliff jump ability. Do you think that could be done?

    Posted in: Art Assets
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    posted a message on About Fidgets and Portraits

    Bump

    Posted in: Miscellaneous Development
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    posted a message on Validators Fail Message

    Bump!

    I can't find a solution to display validator message :S Is there any trigger/script that can be used for that? For example, an event like "validator fails" or something else?

    Posted in: Data
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    posted a message on Validators Fail Message

    I have to display a red failure message to players in two custom abilities I made...

    1) A sentry-like shield, when the periodic effect validator fails and the persistent is destroyed.
    2) A load/unload like ability, when CAbilTransport_LoadValidatorArray's validators fail. In that array I have 3 or 4 validators, so the message should be different depending on which validator failed the check.

    How would you do that through triggers?

    Posted in: Data
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    posted a message on About Fidgets and Portraits

    Is it possible to change CActorUnit_PortraitModel and CUnit_Fidget+ values "at runtime"?
    I have some units in my map that are "deactivated" at the beginning, but after a while players can activate them... so I was planning to create them with only 100% idle fidget and a blank portrait and then, when enabled, to change them to the original values.

    Any solution is appreciated, doesn't matter if from data or triggers.

    Posted in: Miscellaneous Development
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    posted a message on Validators Fail Message

    Are they always shown to players when the validator check fails?
    For example, if I have a persistent effect with a periodic validator... does the fail message appears to player when the validator check fails? If not, how can I make it appear?

    Posted in: Data
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    posted a message on Redirect Validator Failure Message

    Must edit that.
    I've tried with an owned unit to see if the message is at last properly displayed to someone and, well, the red failure message is NEVER displayed. So my supposition was wrong. The validator is applied to a CAbilTransport ability in LoadValidatorArray... does anyone know why the message doesn't show up even if the check is done correctly (blocks unit load)?

    Posted in: Data
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    posted a message on Redirect Validator Failure Message

    Is that possible?
    I've put a validator on a neutral player unit's ability (other players can interact with that unit), however, if the validator fails the failure message is obviously shown to the neutral player and real players can't understand why the interaction failed... is there a solution for this? Do I need to mess around with OtherPlayer field or something like that?

    Posted in: Data
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    posted a message on Help w/ Condition Validator

    Well messing up around a bit with that I found that I must work with WhichPlayer/OtherPlayer too... but the translated editor is one of the worst things I've never seen in my whole life. So confusing sometimes...
    Problems are I don't know how to debug validators properly and I don't understand why no message is shown to the player if the check fails... but also I think the upgrade check is not properly working.

    Posted in: Data
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    posted a message on Help w/ Condition Validator

    I have 3 UnitType validators with Find=1, WhichUnit=Target. I also have 3 PlayerRequirement validators with Find=1 that points to different requirements like "CountUpgrade(MyUpgrade,CompleteOnly)[TechTreeCheat] >= 2". Nothing really difficult.

    Now I've tried to mix them properly into a Condition validator like that:
    IfArray 0 ===> Test:UnitTypeValidator1 | Return:PlayerRequirementValidator1
    IfArray 1 ===> Test:UnitTypeValidator2 | Return:PlayerRequirementValidator2
    IfArray 2 ===> Test:UnitTypeValidator3 | Return:PlayerRequirementValidator3
    Else ===> Empty

    I've put that Condition validator into a Load/Unload ability as LoadValidatorArray, but it's not working properly.
    Loaded units are never blocked, even if the player does't have the right requirement.

    In my map there are neutral vehicles (owned by player 0 at the beginning) that players can take loading into them their hero, but only if they've previously bought a specific upgrade (the one that is checked into the Condition validator).
    So the load validator objective is to prevent players that don't meet the right requirements to take control of vehicles.

    I'm expecting it to work like that: player try to load its hero inside the transport, depending on transport type a different upgrade is checked, if the requirement check fails a message like "you need X upgrade" should appear to the player else the unit is loaded and the vehicle change ownership (this is already done through triggers).

    Any clue? =(

    Posted in: Data
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    posted a message on Multiple effects using only one behavior...

    Mh... do you think it can be done? Can you explain me further please?

    Posted in: Data
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