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    posted a message on Goliath Duplicate Won't Attack From Bunker.(SOLVED)

    Well i fixed the problem, and i have to say im very disappointed in myself. Turns out the damage effect for the Goliath's weapon has a validator on it titled "Caster is not hidden". The reason this never came across my mind was because the error says "Can't Target Hidden Units", which is misleading. However its finally fixed now and im happy.

    Posted in: Data
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    posted a message on Goliath Duplicate Won't Attack From Bunker.(SOLVED)

    If you mean the attack redirect, i doubt thats the issue and it simply redirect the attack ability they all have. Also, redirect abilities dont associate with weapons which is where the problem is coming from.

    Posted in: Data
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    posted a message on How to prevent more than one worker from harvesting on a mineral field?

    If your resource unit uses a behavior for its resources(which it probably does) then there's the "Ideal Harvester Count" value in the behavior. I haven't had much experience modifying resource units but that sound like the best method to me. I don't know if this value will change how gatherers behave but its worth a shot.

    Posted in: Data
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    posted a message on Goliath Duplicate Won't Attack From Bunker.(SOLVED)

    It does have something to do with the weapon, i swapped the goliath's default weapon with the marine's default weapon and it worked. I've checked every weapon related thing and i cannot find out why its not working. I also checked the load/unload ability but there's nothing there.

    Posted in: Data
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    posted a message on Goliath Duplicate Won't Attack From Bunker.(SOLVED)

    The few differences i found between a Marine and Goliath dont change whether or not they can attack while in a bunker. I'm totally lost.

    Posted in: Data
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    posted a message on Guardians of the Obelisk(Needs Feedback)

    Updates are likely going to halted until July 14th. Ill try to squeeze out an update between now and then but it may not happen. Sorry for the inconvenience!

    Posted in: Map Feedback
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    posted a message on Cursor Splat Not Accurately Grabbing Targets

    Yes i had to duplicate the Splat Region actor and remove the auto scaling function, then create a radius that matched the ability. Thanks for the assist.

    Posted in: Data
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    posted a message on Goliath Duplicate Won't Attack From Bunker.(SOLVED)

    When i try using the attack redirect ability with the goliath in the bunker, that target i try shooting at brings up an error saying "Cannot Target Hidden Units". The units im targeting arent hidden so i dont understand why its happening.

    Posted in: Data
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    posted a message on Cursor Splat Not Accurately Grabbing Targets

    Some of you have probably noticed that when you use an AOE ability, theres a cursor splat indicating the radius of the ability. When units are in teh cursor they are pinned with a red circle, however a ability im using based off of Mass Recall is pinning targets with a red circle from its normal huge radius while the cursor splat is much smaller(the desired radius).

    Posted in: Data
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    posted a message on Goliath Duplicate Won't Attack From Bunker.(SOLVED)

    Yea im confident ill find it that way, i just wanted to try to avoid tediously searching through actor events.

    Posted in: Data
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    posted a message on Goliath Duplicate Won't Attack From Bunker.(SOLVED)

    I cant find out why a Goliath duplicate i have cant attack from a bunker.

    Posted in: Data
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    posted a message on Guardians of the Obelisk(Needs Feedback)

    This map has been public for some time and I'm past the initial testing(technical things should be working properly), from now on I am looking for feedback on balance, features, and difficulty. This game is supposed to have units designed for certain tasks and still be very difficult, as in you shouldn't win your first time playing if you went in clueless. Here is what my map is about:

    Guardians of the Obelisk is a 9 player survival game where you must push into enemy territory to win. Surrounding the Obelisk are 9 Shelters(bunkers), which you can claim with your starting unit,a Ranger(marine). Each game will always give you 9 Rangers total, so if you only have 8 people then player 1 will have two Rangers. There are 10 units total you can choose from to defend or attack against the enemy(5 infantry and 5 vehicles), as well as a variety of upgrades for them. Once you've built up a group of units you believe can attack the enemy, you can attack the spawning buildings that create the waves you're defending against. You will be pitted against the Ancient Protoss, Feral Zerg, and the Firestone Terrans. Each of these factions holds their owns attributes; The Ancient Protoss are all armored with high damage but slow movement; the Feral Zerg are the opposite having light armor and lower damage, but they come in larger numbers; then there's the Firestone Terrans, equipped with a variety of armor types and average stats across everything, though their units have more abilities than the others.

    If you are interested in testing this map you can either add me and wait until i can round up enough testers for a full game, or play it with a few friends. I suggest that you play with a minimum of 6, and never under 3 unless you're experienced. If you have helpful feedback please make a post on this thread or leave a review on the map's in-game page. If you want me to test the map with you or if you have any questions about the map then send me a PM and I'll try to get back to you ASAP.

    Here is a link to the map: battlenet://starcraft/map/1/258536

    I'll try to get some screenshots in soon, but there are some screenshots in-game on the map's main page. Again, if you have feedback please post here or send me a PM.

    I'll try to keep the in-game changelog updated, below is a list of planned features/updates:

    - Armor System upgrade for the Zakarian Mech. (CANCELLED)

    - More Shelter upgrades.(Work In Progress)

    - Player Statistics Panel to view contributions to the team.(Work In Progress)

    - Difficulty voting system.(Completed)

    - Game modifier voting system.(Not Yet Started)

    Posted in: Map Feedback
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    posted a message on Remove blue color from Phoenix when using Graviton beam?

    That "tint" you see during graviton beam is not a tint at all, its a animation for the model. You can change the events in the Phoenix Unit Actor for the graviton beam to a weapon, and the tint shows up during use of the weapon.

    Posted in: Data
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    posted a message on Attack Launches Keep Coming Out One Arm.

    I dont see anything about launch locations in the actor events. If youre talking about the weapon.start events that is not the problem, i always change those to the new weapon. The problem is that even after changing these, the launch visuals come out one arm only. By the launch visuals i mean the more subtle affects, such as the flares that come out of the barrel, the missiles(if any) still come out each arm.

    Posted in: Data
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    posted a message on Morph Ability Wont Work Anymore

    Okay im fairly certain that this is a bug in the editor. Ive determined the cause for the strange behavior, ill explain:

    As said in post #2, the siege tank i have can receive an upgrade that changes its actor to one that looks like the merc siege tank. This tank can of course use siege mode, now, this tank has two morph abilities, one is siege/tank mode without the upgrade, one is siege/tank mode with the upgrade. If i put a requirement on the upgraded siege mode ability, the non-upgraded siege ability stops working. When i remove the requirement, the ability works, but the actors for the upgraded siege mode ability appear, despite the fact that the upgraded tank actors have NOTHING from the non-upgrade siege mode ability in them.

    Posted in: Data
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