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    posted a message on How to create a unit at an attachment point?

    The map VoidCraft seems to have perfected this, it is under the Project Workplace. If you ask nicely you may find how they did it.

    Posted in: Miscellaneous Development
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    posted a message on projectile attachment point ?

    You need to use SOps. For the beam under Hosting - Host Impact - Subject and Hosting - Host Luanch - Subject you need to either give a specific Site Operation (Attachment) using a direct site reference or an attach method under Attachment - Attachment Query - Methods. These points can be offset using Site Operation (Local Offset) SOps.

    Posted in: Miscellaneous Development
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    posted a message on Working with Persistent offset (colossus beam trajectory)

    Under the data forums and tutorials there are some answers. For completion, I have found these factors affect how the beam curves.

    1. The max speed of the mover

    2. The time between periods

    3. The model used for the beam (for some reason archeon beam is alot slower than collossus while soulsteal3 is great)

    4. The distance between the offsets of the periodic effect

    Posted in: Miscellaneous Development
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    posted a message on How to do Spell Immunity?

    Simple answer is look at the kerrigan damage reduction behaviour. Set all spell damage to 0 and have a periodic effect that removes all unwanted buffs. Even in WC3 spell immunity allowed positive buffs.

    Posted in: Miscellaneous Development
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    posted a message on How to change creep model/texture or make it invinsible?

    Under Terrain Texture Sets you find Creep Texture. I find SludgeWater a nice one for it.

    Posted in: Miscellaneous Development
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    posted a message on How to make an unit always follow another one?

    Tried the leash of the Arm Magazine ability? I have not played with it but the Conjoined behaviour might give what you want.

    You could also try a periodic behavior that uses the Issue Order event to move it to the target unit.

    Posted in: Miscellaneous Development
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    posted a message on Trying to create a scary map!

    I have seen some maps where the explored areas are hidden again using triggers (very annoying) as for the creating or angular vision, I have not played with that but an easy way can be done using attachments with los or dummy units being created

    Posted in: Miscellaneous Development
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    posted a message on Hero Learn & Adding a Behavior

    I believe there is a tutorial on how to make levelable passive abilities.

    Posted in: Data
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    I was actually refering to the sacrifice 2 salamanders for a mistress which didnt count to the 20 units per portal limit (for some reason i had alot of salamanders spawning faster than any other unit) while the salamanders did till you had a legion over >100 while only having One portal. Now that could wipe anything out since the mistress had the lightning stun attack and attacked faster than black knights (also to spawn them in the temple needed converted hero guards and those were a pain to get in large numbers).

    Posted in: Project Workplace
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    posted a message on Can't attach actors or models to the right attachment point

    He means the Site Operation actors.

    You have your Unit actor for your main object to attach stuff on. Use Model actors for the stuff to attach onto it (give them the correct creation/destruction events incase you want conditional attachments like when behavior applied) and under Hosting - Host - Subject set it to the actor you want to apply the attachment to (can have attachments on attachments). In the Hosting - Host Site Operations - Operations you put in your SOps to specify exactly where the attachment is created.

    To specify which attachment point you need a Site Operation (Attachment), Set Attachment - Attachment Query - Methods to the attachment point you want (can be seen using model previewer) just remember with some weapon points 01 is index 0 so some experimentation may be needed and Hosting - Host Supporter - Subject to the actor you want to query.

    You can then shift cordinates of the attachment using (Local Offset) and it's angle using (Explicit Rotation) SOps.

    Posted in: Miscellaneous Development
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    posted a message on data editor-broodlord help

    The Arm Magazine ability is quite tempramental. With the brood lord it creates the broodling escourt unit as an external unit but it does not attack on its own. The weapon on the brood lord is purely to issue the escourts with the order to attack. The Arm Magazine for external units requires the attack ability and a weapon (even though they can be disabled using validators/requirements) to order the units to attack. It is easily possible to use Arm Magazine as a spawner for units that can attack targets of their own independent choice (without suiciding like broodling escourts) but can be rallied to attack a single target by using two behaviours to periodically activate the weapon.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Battleships like effects

    This topic has come up in several other forum threads, try looking at them for answers. One method is to set a number cap on the Search Area effect so it only chooses one out of the units it can. If you are not using multiple copies of the same unit then you can Apply Behavior that adds a buff disabling the unit as a target and therefore forcing it to chose another until the buff wears off.

    Posted in: Data
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    posted a message on Simple question - Requirements

    Is the Ability - Info - Button - State set to restricted? If in doubt study the evolution chamber research ability for some pointers.

    Posted in: Data
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    posted a message on how do i change this

    Try altering the filters since there are plenty of values that can be made unique/semi unique. Since how many Player and Massive units do you indent each player to have? Also consider the Augment ability as that can be autocast and uses an ability on casting.

    Posted in: Data
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    posted a message on how to modify bunker unit's range and damage?

    The extra range is easy as bunkers already do that by applying an increase range behaviour. The increased damage though it hard as only the veterancy behaviour can add damage directly.

    The only alternative I can think of is to use a validator or requirement for when unit is in bunker (has range increase behaviour) to activate a damage effect on the units weapon so the damages combined using a set effect is equal to the amount you want.

    Posted in: Data
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