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    posted a message on (Solved) is it possible to make an ability that makes your unit grow bigger and stronger...

    @XenoYoxa:

    Not sure what that error is. Post a screenshot or something of the actor events.

    Posted in: Data
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    posted a message on doodad tilting

    @DrSuperEvil:

    Bankers are for how the unit moves, not for static tilting. Telthalion's method should work, though. The annoying part is testing to get the values just right. If I remember correctly, the SOp points the actor toward a 3d coordinate, rather than tilting a nunber of degrees along a specific axis. It's complicated moreover by figuring out which way the model faces.

    Posted in: Terrain
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    posted a message on (Solved) is it possible to make an ability that makes your unit grow bigger and stronger...

    @Bommes:

    Ah, I completely forgot about that for some reason. Back before a previous patch Behavior abilities were so annoying that I have a grudge against them, lol.

    Posted in: Data
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    posted a message on Auto cast yamato cannon

    I'm not sure what you mean when you say that it is like a Search Area effect--it's something different. However, you can use a Search Area to make a transient autocast. Give the unit a behavior that periodically launches a Search Area. When a target is found, it launches an Issue Order that tells it to Yamato the target.Yamato must be set to Transient flag and the Angle must be set to 360, because transient abilities do not allow the unit to change its facing to carry out the order.

    Posted in: Data
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    posted a message on (Solved) is it possible to make an ability that makes your unit grow bigger and stronger...

    @XenoYoxa:

    Yes, it's quite simple. Make an Effect-Instant ability, which calls an Apply Behavior effect, which applies a Buff behavior. Set the Buff-Modifications to increase the unit stats that you want. To make the unit visually larger, go to its Actor, and in the Events+ add:

    Behavior.BEHAVIORNAME.On
            Set Scale ...

    Behavior.BEHAVIORNAME.Off
            Clear Scale ...

    Of course the ability needs to be added to the unit, and a button on the command card for it to use the ability, etc. I'm sure you can find guidance on these basic things elsewhere if you dont know already.

    Posted in: Data
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    posted a message on Target Ability cast whilst moving

    @ArReaper:

    In short, the Transient flag allows a unit to continue moving when it uses an ability, but it does so by bypassing the unit's order queue. This means that it only works if the ability is not channeled, and if the unit does not have to turn toward the target. What kind of ability is it? Set the Angle to 360 so the unit doesnt have to turn, check the Transient flag, and try the ability.

    Posted in: Data
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    posted a message on How to make units die ON FIRE?

    @EdwardSolomon:

    Not all units have burning death animations. You can add fire to units by checking out the "Viral plasma" behavior & actor, from the campaign data. This is a behavior that deals fire damage over time and adds flames to the unit that is suffering it. You can also add flames only on death by creating a Model actor and giving it the event:

    UnitDeathCustomize.*.Fire
        Create

    This might take some tweaking, but you can get it to work (in Dark Deeds I added an electrical animation to all units when killed by electrocution).

    Posted in: Data
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    posted a message on Increase radius of units highlight area

    @Bibendus:

    You can attach a Model-type actor to the unit that is invisible and increases the selection radius. To do this, there is a model you can set the Actor's model field to that is invisible and selectable...I don't have the editor in front of me so I don't remember the name, but I think it has something to do with "Test" or "Hit Test"...

    Then in Events+, add:

    UnitCreation.UNITTYPE
    > Create
    ActorOrphan
    > Destroy

    In Host+ set the actor to "_Unit" under "Alias"

    Then in Host Site Operations+ add SOpAttachCenter

    Make sure that the flag "Allow Hit Test" is checked (it is by default).

    Test to see if this improves highlighting/selection enough. If not, increase the scale of the Model.

    Posted in: Data
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    posted a message on creating custom sensor tower

    @Bilxor:

    The sensor tower has a Range actor that shows how far it works, and there is a flag in the Range actor for showing it on the minimap--uncheck that. Or remove the actor altogether if you don't want it to show at all, even off the minimap.

    You can use an Interact ability to make the unit gain the sensor behavior when it steps on the beacon, but you can also just apply a behavior to the unit. Both have their benefits, depending on exactly what you want to do.

    Posted in: Data
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    posted a message on Requirement help?

    @AMtrane

    In the requirement, in the "Use" field, it should be like this:

    OR
         LessThanOrEqualTo
               CountUnit(Probe,QueuedOrBetter)
               4
          AND
               CountUnit(Forge,CompleteOnly)
               LessThanOrEqualTo
                       CountUnit(Probe,QueuedOrBetter)
                       6

    Posted in: Data
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    posted a message on launching a missile from left arm?

    @strhsxx: Go

    Many, but not all unit models have attachment points on their left arms that allow you to launch missiles from there. Which unit model are you using? Right-click on the Unit in the Data Editor and go to Preview Unit. In the previewer, go to the Render menu, Show Geometry, and check Attachment Points. Then, mid-right there is a list of elements inside the model, and a folder for Attachment Points. Open it up and click on each attachment point, and it will highlight it in the preview. Figure out the name of the left arm attachment point (most often Weapon Left, but it can also be Weapon 01).

    Then, in your Action actor, go to Launch Attachment Query, and change the Method to "Filter WeaponLeft (AMFilterWeaponLeft)," if that is the attachment point, or "Filter Weapon 01" if that it is, etc. If your attachment point is not present, you will have to create an Attachment Method, but it is unlikely that that will be the case.

    Posted in: Data
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    posted a message on Raise dead ability and how to remove 50% of life

    @DrSuperEvil: Go

    If you want it to be an actual corpse, i.e. a unit that died previously, then you have to set its Death Time to something greater than 0, so it will stay around. If you are using a unit that looks like a corpse but was not killed, then don't make your Search Area require "Dead" units, because it will not count as dead. Instead, give it a behavior and validate that it has that behavior, or validate the unit type. Also, instead of using an effect to cut the health in half, you can simply make your skeleton warrior unit always start with explicitly less health than maximum (in the unit data).

    Posted in: Data
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    posted a message on Stumble death kill animation?

    @DrakenStark: Go

    "Silent Kill" death type often has units stumble over and die. Not every model has a Silent Kill death, but many do. Also, if the unit isn't falling over fast enough, I believe in the Actor data you can add a "Customize Unit Death" event, set the term to the "Silent Kill" death type, and then another term to validate the killing effect, and from there you can increase the animation time scale. (That way it will make the unit fall over faster for that silent kill effect, not for all others. I may be wrong, however, about it allowing you to validate the killing effect.)

    Posted in: Data
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    posted a message on Attack Actors/ Effect Models

    @LunaticGirge: Go

    A brief tip: When you duplicate things, often times not everything is on the list to be duplicated, especially among the actors. So with attacks sometimes the Beam Actor or the Attack Missile (Unit) actor is not copied, and then when you change the name of the Action actor it references a Beam or Missile that does not exist. Check in your Action actor what Beam Actor it is set to. Make sure that beam exists and it set up how you want it.

    Also (this probably is not your problem but is good to know), when you copy a Missile Unit (for attacks that launch missiles), and you give it a name, it often changes the reference to the unit's Mover to something that does not exist, and this breaks the whole thing. When you copy an attack with a missile, then, be sure to explicitly set the Mover field on the Missile Unit.

    Posted in: Data
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    posted a message on How can I create random objects?

    @Kabelkorven: Go

    Event, condition, and action are for TRIGGERS. This is the DATA EDITOR forum. You can do this with triggers, but doing it in the data editor is wiser and reduces lag. Re-read what I said while looking at the Data editor, and maybe it will make more sense.

    Posted in: Data
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