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    posted a message on How to remove "armed magazine" when another magazine is armed?
    Hi, I need guidance on how could I remove an armed magazine when I arm another weapon. To clarify: Currently the ghost academy can build the standard nuke. But I've added another ability to the ghost academy where you could upgrade the nuke once the standard nuke has finished building. I would like the standard nuke to be "removed" once the "upgraded nuke" has finished construction. Where or how could I achieve this? Any help is greatly appreciated. Thanks in advance.
    Posted in: Data
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    posted a message on Require help with Site of Operations
    Hi, I'm currently working on an ability that when casted, the effect will be randomly appearing 360 degrees around the caster (with caster in center). The approach I used so far is similar to the Odin barrage ability, where I also use a variancer to randomize the actor controlling the effect from appearing. However, the model actor is not appearing at all, but the damage effect is. So I'm guessing the problem is with the SOp. I've tried Source Point, Caster Point and the model isnt showing up still. (The Odin Barrage ability uses target point, but since my ability is instant, there wont be a select target cursor) Which site of operations (effect) should I use to let the actor controlling the model appear within a circle radius around the caster 360 degrees? And how do I control/adjust the radius of how wide the circle of effect should appear within? Any help is greatly appreciated. Thanks in advance:)
    Posted in: Data
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    posted a message on New Unit Build Model Broken

    @silvermage: Go

    Hi, I used to have a similar problem with terran building animations not showing up correctly too. Does your build animation show up as a white dome thingy? And when the building finishes constructing, does the actual model show up?

    If it's yes to the above 2 questions, then the problem most likely lies in the animation effects of the actors. If you copied the animation effects, I think the editor will remove the .Start .Finish and .Impact of the animations.

    Posted in: Data
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    posted a message on [SOLVED] Where find option to give units a hero portrait
    Hi, I've been looking on the data editor and I cant seem to find the option that allows you to give normal units the hero portrait that appears for other hero units in the game (the little box on the bottom right of the screen that shows hero picture and health and the F2 hotkey). I've compared my custom unit to hero units and I've made most changes, but the box still doesnt show up. Any help is greatly appreciated. Thanks Edit: SOLVED: It's under Unit flags: check the hero box. How could I have missed it.
    Posted in: Data
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    posted a message on Requesting help on creating this challenging new ability
    Hi, I'm new to this forum and so far everything I find here is very helpful. However I am currently working on this new ability and it's quite a huge challenge for me.I am planning to make this ability that is similar to one of the Devastator attacks in Prototype where spikes will come out of the ground around the unit using this ability and damage everything within a radius.
    Here is a brief description of the ability: When activated, the unit will burrow and prepare 3 seconds before the spikes appear (with different height/scale) from beneath the ground in a within a circle radius around the unit damaging all units in that area. Just picture the lurker attack but going outwards from the unit in all directions instead of towards the target, and the spikes will be of random height. (The spikes will be based on the Lurker spike weapon model.)

    What I need help with is:
    1. How do I make the spike models scale differently when it is "played" by the actors?
    2. How do I make the attack go outwards towards the end of the "radius" in all directions?
    3. As for the damage effect of the spikes, do I need to create a set for "each direction" and then set it to the ability, or can someone teach me how to create an effect that will damage every unit within the area of attack?

    I'm not sure if i would have to create dummies for each direction and then making each dummy play the lurker attack which is scaled, or is there a better and less complicated way to do this? Another ability that I need help and forgot to include in this post at first: How do I remove an "armed magazine" when another magazine is armed?
    To be more specific, I already created an ability that allows players to upgrade their Nuke Missile once it has been "armed" with the standard ghost nuke at the Ghost Academy. The effect I would like is that once the player clicks on the button "Upgrade Nuke" at the Ghost Academy, the existing nuke will be removed, but if the player cancel the "Upgrade Nuke" in process, the standard ghost nuke will become "armed" again. Any help is greatly appreciated. Thanks

    Posted in: Data
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