• 0

    posted a message on Pre-Casting on a trigger-made ability

    I made an ability with triggers, but i'm having trouble with the cast time. How do i make it so that the player uses the skill, the unit starts casting for 5 seconds, but damage interrupts the effect, using only triggers? thanks in advance

    Posted in: Triggers
  • 0

    posted a message on Stalker Mount

    @Zetal: Go

    hmmm... I reset the carrier completely then changed it to ground (and changed the speed/ acceleration) and now its working... dunno why but thanks anyways

    Posted in: Data
  • 0

    posted a message on Stalker Mount

    @Zetal: Go

    It was already at 0 but its still drifting

    Posted in: Data
  • 0

    posted a message on Stalker Mount

    In my map players choose a class and each class has a specific mount that makes them move faster. Using triggers the player could summon or desummon their mount. Not being able to find anything better, I made the stalker attached to the center of a carrier that glides on the ground. It's pretty ugly but not as bad as some of the options. Anyways, i noticed how the carrier always glides a lil forward after moving. And after i set the acceleration to 1000 like all the other ground units plus a speed of 6 its flying all over the place. I'm sure its simple and that i'm simply not looking in the right place, but how do change it so the carrier stops immediately after moving? Or otherwise what other unit would the stalker look good riding? thanks

    Posted in: Data
  • 0

    posted a message on Make random mobs use their Abilities

    @Kenterik: Go

    try setting the abilities to auto cast in the data editor.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Controlling zones

    @mnadeau1992: Go

    Hmm not what i had in mind, but i needed something like that implemented elsewhere in my map. Thanks!

    Posted in: Triggers
  • 0

    posted a message on Importing a unit

    I have absolutely no idea how to import anything on the editor. That being said, I found a xel'naga turret with working animations and stuff here, and i want to implement it into my map. I open and save the files, but how do i actually put it into the editor to be a usable unit?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Prevent units from leaving creep?

    @madmaxII: Go

    No you can add the behavior only to the specific units u want to be only able to move on creep. The others would be unaffected.

    Posted in: Data
  • 0

    posted a message on Turret turning

    @yukaboy: Go

    oh sorry no problem :) will do from now on

    Posted in: Data
  • 0

    posted a message on Prevent units from leaving creep?

    well if you think about it, on the receding creep it should push back the unit. So why not create a behavior which pushes the unit back with a validator disable on creep. then you could put like a low amount for the push back so its not noticeable.

    Posted in: Data
  • 0

    posted a message on Turret turning

    I made a new turret duplicated from the photon cannon but with the xel'naga turret model. I know that searching xel'naga turret leads to a downloadable premade turret, but i kinda wanna do this on my own, sorta (and my computer bugs every time i try to download it ;) so anyhow, on the turret is there a way to make the upper part of the turret turn to face the target, and possibly recoil after every shot? thanks in advance

    Posted in: Data
  • 0

    posted a message on Gather beam

    hey i pretty much suck at actors so its no wonder why i cant do this. I gave the colossus the gather ability, ive tried it out and it works. I just can't figure out how to make the colossus "attack" (send out the laser beams on) the mineral node while its gathering. can anyone help me create the proper actor pls?

    Posted in: Data
  • 0

    posted a message on Controlling zones

    that looks complicated :( but ill work through it to see what i get.

    Posted in: Triggers
  • 0

    posted a message on Xel'naga door thing

    I got it! i was looking around in the data editor to do what you said when i found unit facing: 225° , i changed it to 90 and its like it should be. Thanks!

    Posted in: Terrain
  • 0

    posted a message on Xel'naga door thing

    @yukaboy: Go

    hmm... not a bad idea. would the size difference between the door and supply depot affect anything? like units wouldnt be able to go through it if they go around the center?

    Posted in: Terrain
  • To post a comment, please or register a new account.