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    posted a message on Graviton Beam and Colossus

    Change the Transient flag for the ability.

    Posted in: Data
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    posted a message on Immortal Shield Part III. [SOLVED]

    Oh you're talking about the barrier shield, not the original fortified shield...

    The barrier model isn't a model, it's part of the animation for the Immortal. Just make it play the barrier (Cover) animation when the behavior is on.

    Posted in: Data
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    posted a message on Immortal Shield Part III. [SOLVED]

    The Immortal uses SOpAttachCenter for its fortified shield.

    If the problem is that the shield doesn't move or rotate with the Immortal, that should fix it. Otherwise I'm misunderstanding the problem or the way the actor is set up is different from the Immortal.

    Where are the other threads on this Immortal shield problem?

    Posted in: Data
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    posted a message on Immortal Shield Part III. [SOLVED]

    If this is set up like the Immortal's shield, check the Hosting: Host Site Operations + field of the shield actor and make sure the Hold Position and Hold Rotation flags are unchecked. If so, try a different attachment point. What is the host model?

    Posted in: Data
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    posted a message on Sound effect won't stop playing.

    Change the events to be more like the channeled abilities. Change the events to Abil.<yourability>.SourceChannelStart and Abil.<yourability>.SourceChannelStop for the Create and Destroy effects, respectively.

    Posted in: Data
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    posted a message on Sound effect won't stop playing.

    Try removing the At Caster term for the destroy event.

    Is the ability channeled like the Medic's healing ability or is it a one-time health boost?

    Posted in: Data
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    posted a message on Sound effect won't stop playing.

    RepairEffect and RepairStationRepairEffect are two different effect IDs. Change the event for the Destroy message to Effect.RepairStationRepairEffect.Stop to simply Effect.RepairEffect.Stop. As it is, the sound is only destroyed upon the ending of an effect different from the one that created it.

    Posted in: Data
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    posted a message on (Solved) Help: Custom units not moving to target

    Is the Combat: Default Acquire Level on the unit set to Offensive?

    Posted in: General Chat
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    posted a message on Using multiple items at the same time (weapons, buffs etc...)

    Also ensure that the Linked Cooldown flag under the (Basic) Weapon: Options^+ is unchecked so the weapon cooldowns do not conflict.

    As for attacking while moving, if you don't plan on adding a turret you can just set the (Basic) Weapon: Allowed Movement^ field to Moving, change the Arc value, and uncheck the Only Fire At Attack Target and Only Fire While Attacking flags.

    Posted in: Data
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    posted a message on [Solved] Turret sites not being used by attach actors

    You forgot to check the Launch Force Site box under the Action Flags field of the attack actor.

    <ActionFlags index="LaunchForceSite" value="1"/>

    I don't believe this is covered in ProziacMuze's tutorial because it was created in an older version of the editor (still an excellent tutorial however).

    Posted in: Data
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    posted a message on [solved] Can effect-target abilities have target filters using validators?

    Yes, just add the desired validator to the effect of the ability.

    Posted in: Data
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    posted a message on [Actors] Animaton Problem With Transient Morph

    It depends how the actors are set up. Is there a transition morph model actor?

    You should set up different actor events that fire when the unit morphs, using terms to designate which animation to play upon morphing.

    Posted in: Data
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    posted a message on Lowered Zhakul'Das Library Selection Issues

    Just uncheck the "Unselectable" flag.

    Posted in: Data
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    posted a message on [Solved] Structure is leaving debris after being destroyed

    For those specific models, it is part of the animation; you would have to add an animation to the model that causes them to fade away like other buildings. Otherwise, you could add an actor event that makes the model disappear after the unit dies (the leftovers would not fade away, they would instantly disappear).

    Posted in: Data
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    posted a message on Force / Physics

    Go to the Effects tab. Select the Damage effect for your grenade ability and double-click it/select it and press Ctrl+M (opening up the effect properties). Copy the exact string of text in the ID field. We will be using this later. It will be referred to as "GrenadeU" in this example.

    Go to the Actors tab. Find the Physics Deaths Swarm Ground event macro actor. Under the (Basic) Event: Events + field, add a new event. Set the Msg Type of the event to Unit Death Custom. Set the Msg Type of the corresponding action to Death Custom and type in "RagdollBasic" (for flaming ragdolls type in "RagdollFire"). Right-click the event you just created and click "Add Term". Set the Term Type to KilledBy Effect.

    From here you will have to go into XML view. Once in XML view, find the line that reads:

    <On Terms="UnitDeathCustomize; KilledByEffect" Send="DeathCustomize"/>

    Put a space after "KilledByEffect" and copy the effect ID (for the damage effect of the grenade ability, obtained from earlier) into the string after the space. Using the example designated earlier, the string should now read:

    <On Terms="UnitDeathCustomize; KilledByEffect GrenadeU" Send="DeathCustomize"/>

    If you want the specific ragdoll to be triggered by multiple effects, you can have multiple entries surrounded by braces:

    <On Terms="UnitDeathCustomize; KilledByEffect {GrenadeU SuperDamage OtherDamage}" Send="DeathCustomize RagdollBasic"/>

    From here you can return to table view.

    This enables the damage effect of the grenade ability to trigger ragdolls on ground units (for air units do all of the above for the Physics Deaths Swarm Air event macro). However, you still need a Force actor to make them go flying. For this I would suggest simply duplicating the Siege Tank Sieged Force and Siege Tank Sieged Up Force actors and renaming them and plugging them in to each other accordingly, changing the magnitude/radius as desired and having the force actor (not the "up" force) created at the desired effect.

    This is interestingly something I had wondered how to do for the longest time and I could find nothing about it on the forums. I ended up figuring it out, so I never bothered to post anything about it, but this is definitely something I'm surprised nobody has asked about.

    Posted in: Data
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