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    posted a message on [Ability/Actor/Model] Smoke Effect Help

    Good point. It doesn't use a "launch missile" effect yet as right now I'm using the NukeFalling model (which is an animation in itself) but I should change it now and go the launch missile route.

    Posted in: Data
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    posted a message on [Ability/Actor/Model] Smoke Effect Help

    nice, I see what you did here. This helps a lot! Although I still think using an effect-target would be best for this ability rather than movers. This gives me an idea for something else :D :D :D

    Posted in: Data
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    posted a message on [Ability/Actor/Model] Smoke Effect Help

    Thanks! Downloaded and will try it out tonight :D

    Posted in: Data
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    posted a message on [Ability/Actor/Model] Smoke Effect Help

    Tried that but I don't know movers well and that seems even harder than what I'm trying to do now. Just a ton of trial and error at this point.

    Posted in: Data
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    posted a message on [Ability/Actor/Model] Smoke Effect Help

    Was hoping to reveal the whole thing when the final product was ready but I need a lot of help at this point :)

    I'm trying to do this:

    First phase is a missile coming down (for now, later I'm making this a bombing run) and the first effect is the missile exploding and releasing the fuel-air cloud effect; this cloud would be persistent until the second phase happens. Second phase of effect is the ignition of the cloud, which I've done with multiple terran large explosion models in different x,y,z coordinates. The explosion looks pretty cool so far.

    I know animationplay is necessary and for it to initiate when the persistent effect is used, but putting it all together is the problem.

    That's it. Thanks for your continued help drsuperevil :D

    Posted in: Data
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    posted a message on [Ability/Actor/Model] Smoke Effect Help

    Well, I tried the irradiate effect with duplicating the actors and it doesn't look good. The effect just doesn't look convincing as smoke or a cloud. I'm actually not trying to make a smoke screen (as I indicated above) but instead a cloudy/dispersed liquid effect. I think an altered disease cloud or cloud model would work best. Making from scratch is still a little out of my expertise so haven't tried it, not entirely sure what to do. Knowing which actors to use and especially events is still a WIP.

    Posted in: Data
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    posted a message on [Ability/Actor/Model] Smoke Effect Help

    Graphics should be high enough. I just tried irradiate and it somewhat works. Thanks for the input, drsuperevi!

    Posted in: Data
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    posted a message on [Ability/Actor/Model] Smoke Effect Help

    I'm making a persistent effect that is supposed to create an AoE smoke screen, the problem is when I use models "smokemedium" or any "cloud" models, they won't appear. I tested the effect with other models such as "zergling small unit death" and "terran large explosion" and it works fine so I know the persistent effect works correctly, just not the desired model.

    I tried copying the irradiate host properties but that doesn't work. I'm almost positive it has to do with the host supporter and host properties but I can't figure out which ones. Worked on it for literally hours but can't figure it out.

    Any thoughts? Thanks!

    Posted in: Data
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    posted a message on [Solved]Making an Effect Graphically Offset

    Thanks, Drsuperevil. I did this originally and it appeared it didn't work how I wanted it to, but after trying it again I see there are some other problems that are causing this effect to act differently. I'll keep at it!. Thanks again.

    Posted in: Data
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    posted a message on [Solved]Making an Effect Graphically Offset

    Hey Guys,

    I'm making a targeted point effect that will cause a bomb to drop on the target point and explode above the ground. The effect causes explosions with numerous periods in an AoE and emulates a large explosion by making the period duration .001. I tried making the Z position of the effect higher up (using 5 for now) and while it achieves what I want the effect now explodes too high and doesn't cause full damage.

    What I'm looking for is making the explosion effect [i]appear graphically[/i] as if it exploded high (with Z position 5) above the ground, but to have the engine think its exploding on the ground so everything in the AoE will receive full damage. Tried a bunch of site operations but doesn't seem to work.

    Any ideas?

    Thanks,

    Vega

    Posted in: Data
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    posted a message on [Misc] Beginner Video Tutorial

    Great man, this helped a ton. Thanks. I'd love moar.

    Posted in: Tutorials
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    posted a message on [Video, Galaxy] Beginners guide to galaxy editor
    Quote from Trieva: Go

    I just received messages from Mikelat and he's not going to reupload the vids. If you ppl need help with the editor, feel free to ask questions in the appropriate forums.

    Was pumped as hell to come home from work today and get started on these tutorials only to be disappointed that they've been removed. If you aren't going to re-upload then delete this thread. It's just a tease at this point.

    Posted in: Tutorials
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