• 0

    posted a message on Arm magazine Unit - How to issue order ?

    Thank you.

    I will check out your suggestions.

    Posted in: Data
  • 0

    posted a message on Arm magazine Unit - How to issue order ?

    Hello.

    I have a Battlecruiser with SCVs.

    I use an Arm Magazine ability with an internal magazine with SCVs identical to Interceptors in Carrier. Then I created an ability (Effect-Target) that launches the SCVs at their target. What I want is, when I target a mineral patch the SCVs go and mine it. Now the SCVs only attack the target or return to the Battlecruiser if I target a mineral patch. I tried to use the Issue Order effect but it is being ignored (prolly wrong use or settings).

    Pls help.

    Posted in: Data
  • 0

    posted a message on Mining Beam

    I want to achieve the same.

    It is simple to create the beam actor like medivac. Problem for me is how to define the launch and impact map if there is no effect only a behaviour.

    Posted in: Data
  • 0

    posted a message on (Solved) Turn off ability when activating another ability

    It Works!!

    Thank you LaxSalmon and Kueken531 for your help. I did your sollution Kueken531.

    Posted in: Data
  • 0

    posted a message on (Solved) Turn off ability when activating another ability

    @LaxSalmon: Go Thank you!

    Edited: Unfortunately is not what I want.

    • Issue 1: Ability is not turned off, only temporarily disabled.

    Ability 1 only disables ability 2 for as long as ability 1 is active (like emp revealing a cloacked unit for a few seconds). I need ability 1 to turn off ability 2 not just disable for a limited time.

    • Issue 2: Does not affect command card Button layouts.

    The button layout of the disabled ability "2" is not changed as it is only disabled. So I can not reactivate it as it is still active.

    Posted in: Data
  • 0

    posted a message on (Solved) Turn off ability when activating another ability

    Hello everyone.

    I have 3 abilities (type behaviour). When one is active and I activate one of the other abilities I want the first ability to deactivate first. How to do it?

    Thanks.

    Posted in: Data
  • 0

    posted a message on (Solved) How to controll Battlecruiser model switch?

    @Skoite: Go

    Thank you.

    In Events: It is the command : Animation Group Remove A. or Animation Group Remove All.

    Posted in: Data
  • 0

    posted a message on (Solved) How to controll Battlecruiser model switch?

    Hello everyone.

    I want to controll the battlecruiser model switching (Battlecruiser with yamato upgrade, battlecruiser without yamato upgrade). Can anyone give me a quick tutorial or show me the right direction how it works?

    Main question is, What command to use to turn the Battlecruiser from the model with yamato upgrade to the model without yamato upgrade.

    I discovered that it is being controlle by the batttlecruiser actor events.

    ActorCreation

    • ValidateUnit BattlecruiserUpgrade
      • AnimGroupApply A
    • AnimBlendTimeApply
    • AnimPlay GLBirth.A

    Thanks.

    Posted in: Data
  • 0

    posted a message on (Solved) Change Yamato gun from Ability to Weapon
    Quote from DrSuperEvil: Go

    Actually not. The Stats - Damage Point also affects when it occurs. Still visual wise a buff is best for the bar that goes up before attack.

    This did it. Thank you alot.

    For those who care, this is what needed to be done.

    Create a new weapon named Yamato Gun

    • set Effect: Effect = Battlecruiser - Yamato Cannon (Missile)
    • set Stats: Damage Point = 2 (or something similar)
    • set Stats: Period = 4 (or waht you want)
    • set both Random Delay Maximum and Minimum to 0
    • set Range to 6
    • set UI: Damage Display Effect = Battlecruiser - Yamato Cannon (Damage)
    • set UI: Icon = Assets\Textures\btn-ability-terran-yamatogun-color.dds
    • set Target Filters to exclude [Dead/Hidden/Invulnerable/Missile/Stasis] and require [Ground/Visible]

    Modify the cators:

    Battlecruiser Yamato Attack Charge Model (ModelAddition Actor) and Battlecruiser Yamato Attack Charge Sound (SoundContinous Actor)

    open Events + then add the following events to both actors:

    • WeaponStart.YamatoGun.AttackStart Create
    • WeaponStop.YamatoGun.AttackStop Destroy

    Using the same logic Blizzard uses with the original ability. Create the model adition and sound for the charging effect of the yamato gun. When the attack starts, then Destroy the actors after the attack is finished.

    Posted in: Data
  • 0

    posted a message on (Solved) Change Yamato gun from Ability to Weapon

    Hi All.

    As the title sais, I want to make the yamato gun a weapon.

    Yes it is very simple as only thing that is missing is the Weapon object where I just set the existing Effects and actors.

    What I am strugling with is make the yamato gun charge up (with the model and sound) before firing just like the ability does.

    In the ability this is done via Battlecruiser Yamato Attack Charge Model (ModelAddition Actor) and Battlecruiser Yamato Attack Charge Sound (SoundContinous Actor) and I can't find out how they are connected and if and how to use them.

    Can anyone help?

    Thanks.

    Posted in: Data
  • 0

    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    @Kueken531: Go

    Awesome. Thank you alot.

    Weapon

    • set Options: [hidden]

    Worked perfectly

    Posted in: Tutorials
  • 0

    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    I would have another question.

    In this case 4 weapons are displayed in the unit UI with the same stats that in the end 1 icon in the UI would be enough.

    Is it possible to somehow hide 3 of the 4 weapon icons in the UI so only one icon is visible?

    Thanks.

    Posted in: Tutorials
  • 0

    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    @Bommes: Go

    It Works!!!!! And it is soo simple.

    Thank you soo much.

    Bommes

    Posted in: Tutorials
  • 0

    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    First, Thank you for this tutorial and the Ueberlisk tutorial.

    As soo many people I also have an issue that a missile type weapon does not want to fire from the Turret.

    It is very easy for a beam type weapons. You just set the Launch Site for the weapon attack actor and then set the weapon with turrent for the unit.

    example code:

    Attack Actor ( in this tutorial named NE Beam Attack)

    • set Launch Site: NE Site (Actor)

    Unit (in this tutorial named Turret Hub)

    • set Weapons + and add NE Turret (Weapon and Turret)

    This does not work for a missile type weapon. I want to ask what is different and what needs to be set for it to work.

    I posted a map where I show this issue I have and would like to ask for help. There is a Battlecruiser with 2 turret attachments 1 weapon is archon psy attack (beam) attack the building to see that it works fine. Second weapon is the missile type weapon (air only), attack the Banshee to see that it does not work :(.

    Thx.

    Posted in: Tutorials
  • 0

    posted a message on [Data] Create a missile weapon from scratch
    Quote from RileyStarcraft: Go

    http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html

    The link is not working anymore :(. Any chance posting a working one?

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