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    posted a message on [Solved] Random Minimap Icon

    I've already looked at the minimap icons for every actor present at those locations. I think it's also worth mentioning that the problem persists even if all the units and doodads are deleted.

    Posted in: Data
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    posted a message on [Solved] How can one produce multiple hatcheries with different sets of larva?

    Spawn behavior is what creates the larvae. I should have been more clear; you have to create a new larva unit and create a new Train ability and add it to the new larva unit. Then set the unit created in the Spawn behavior to this new larva unit. Then replace the Hatchery - Spawn Larvae behavior on your new Hatchery with this new behavior.

     

    Actors are just visuals applied to effects/behaviors/etc. They don't change the function of the unit. The Larva Release launch missile effect is just for when the Queen adds larvae to the Hatchery.

    Posted in: Data
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    posted a message on [Solved] Random Minimap Icon

    I don't know if it's a bug, but this odd minimap icon that looks like a broken eggshell has been appearing in all of my maps. There are no particular doodads or units in the spots where it pops up (that is, I checked the minimap icon in the actors for everything in the general area), and sometimes they even appear in areas of the map that have nothing at all.

     

    It's a minor thing, it's just been bothering me for a bit; nothing game-breaking.

     

    Random Minimap Icon

    Posted in: Data
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    posted a message on [Solved] How can one produce multiple hatcheries with different sets of larva?

    Sounds like you'd want to have a look at the Larva - Morph Unit (Larva -> Basic) ability of the larva to see how it's done and create a new one so you can morph different units from it.

    Posted in: Data
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    posted a message on Odin obstacle crush system tor units?

    You can create a behavior that uses a periodic search to kill units close to the unit. The physics collisions, however, are hardcoded into the model and require 3D editing software to implement.

    Posted in: Melee Development
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    posted a message on Can't make turret fire from the actual guns

    Something like this should be in the Data forum, for future reference.

     

    Try changing the attchment point to something that moves with the body of the goliath cockpit. Model additions attched to TurretZ itself might not rotate is it is the pivot point of the turret.

    Posted in: General Chat
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    posted a message on Can't make turret fire from the actual guns

    Did you ensure that the Actor: Action Flags + field for the attack actor has Launch Force Site checked?

     

    It doesn't say it in the tutorial itself, but it's a common problem and can be found in the replies to the tutorial.

    Posted in: General Chat
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    posted a message on StarCraft II: Annihilation Campaign

    LotV assets are so pretty. I can't wait until I can finally get my campaign off Agria.

    Posted in: Map Feedback
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    posted a message on Any ideas on how to visually indicate when a weapon is fully loaded?

    I would go the arm magazine method (because I like the look of the hangar bar).

     

    It isn't too complicated. It doesn't have to launch units as missiles per say; you'd have to add a dummy unit as ammo and a hidden Arm Magazine ability though. Add a Use Magazine effect to a set effect for the weapon to get rid of an "ammo" unit at each attack.

    Posted in: Data
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    posted a message on [Solved] Creating explosive objects with actors?

    Instead of an empty set effect, create a damage effect and have a switch effect run the damage effect if the unit has the explosive behavior using a validator.

     

    From there, just have the explosion actor get created as a result of the damage effect. No need for an actor event with a term.

    Posted in: Data
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    posted a message on Mutalisk bugged

    Maybe a rogue multiplayer dependency.

    Posted in: Map Suggestions/Requests
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    posted a message on [Solved]Unit Rotaion

    Ah, that's useful to know. Thanks for the explanation.

    Posted in: Data
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    posted a message on [Solved]Unit Rotaion

    Funny, someone just asked this on the Discord chat as well.

     

    Create a Site Operation (Rotator) actor. Set the rate to 0 and initial angle to 90. Set the axis values to (-1,0,0). Add this site operation to the actor for the Terrazine tank.

     

    You could also use a Site Operation (Explicit Rotation) actor, but I find those more confusing.

    Posted in: Data
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    posted a message on Names of units

    Thanks!

     

    Which names are you still undecided on?

    Posted in: Map Suggestions/Requests
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    posted a message on Names of units

    Wolf: Mitch (Mike is HuskyStarcraft's name > Michael > Mitch)

     

    That one's a bit of a stretch. In the lore, who names the dog and the beast? A terran? A protoss? Typically the name follows the style of the one that gave the name.

    Posted in: Map Suggestions/Requests
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