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    posted a message on Make Quake Rail gun :)

    Maybe try adding a buff the prevents unit movement while casting?

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    posted a message on [Solved] Creating a Fixed Angle Turret

    So putting your turret on another unit works or do you mean putting another unit's turret on your unit?

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    posted a message on [Solved] Creating a Fixed Angle Turret

    Erm.... Have you taken the Stats - Facing into account from the unit. It should be the facing angle on creation + 90 degrees.

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    posted a message on [Solved] Creating a Fixed Angle Turret

    Well in the map you uploaded no unit uses the turret.

    You need to define your problem because with a 0 yaw the turret should only he able to hit stuff that is exactly within it's line of fire which should prevent it hitting most moving targets.

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    posted a message on [Solved] Creating a Fixed Angle Turret

    So if you dont want the turret to turn why use one?

    0 Yaw = no turning, locked turret, no point having one.

    Also is Yaw Rate >0?

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    posted a message on [Solved] Creating a Fixed Angle Turret

    The Yaw Arc is how many degrees left and right of pointing straight the turret can turn to use its effects/damage. If this value is set to 0 it can only attack stuff dead straight infront of the unit. Set this to 45 for a 90 degree field of attack.

    The turret purely enables the weapon to turn to face the target which is only a problem for stationary units like buildings. Some weapons like the marine gauss rifle are weapon effect>damage only without any projectile.

    The upper part can be enable turret/actor creation/unit birth.name of unit.any

    Also is it deffinitely just the turret and not the weapon that is the cause?

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    posted a message on Hero Life Armor and Passive Ability Stacking

    http://www.youtube.com/view_play_list?p=AE2AD4DC5E8FF7AE

    This has the works from exp to abilities to items and shops. Hope this is what you are after. You need to get the item behaviour to add the armor.

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    posted a message on [Solved] Weird Weapon Bug

    What effects does the weapon use?

    Also you tried removing the range limits to see if the problem lies with those?

    Try using a dupe of a normal weapon and getting it to use your weapon effects and see if those work. Then try changing each field to what your other weapon is one at a time and test the map each time.

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    posted a message on Make Quake Rail gun :)

    First you use a persistant effect to do the offset damage similar to the railgun snipe of raynor but for more cycles and with altered filters to hit everyone. You will need to make a SOp that creates a local offset from the units weapon by the distance of the weapons effect. Create a beam actor with the weapon as the lauch site and the offset as the impact site. Under the events for the beam have a Effect.(name).Expire or Timer Expired>Set Opacity 0 with a blend time of whatever suits you. For the behavior of multiple colours there are several possible methods, you can use a Model Swap to change to a different but similar beam model, you can use set Tint Color to colour it how you want setting the emmissive to compensate for the low strength of some colours or Texture Select By Id to exchange the beam texture to that of the several rainbow coloured ones the game comes with but does not use.

    If you need help with beams, this site has several tutorials on them so just choose one that creates a beam like what you want.

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    posted a message on Carrier interceptors with multiple targets

    The Arm Magazine ability automatically sets all units on the weapon target. You could give the interceptors a behaviour with an Issue Order effect that forces them on different targets and give the carrier a weapon disabling buff when all interceptors are launched. I do not think the marker idea will work as the interceptors will be ordered to that unit even if they cannot attack it.

    You could try having a no weapon dummy unit that is created by the weapon effect that creates the interceptors with them as an external ammo allowing them to choose their own targets but I do not know how you would recall them.

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    posted a message on [Solved] Creating a Fixed Angle Turret

    The turret actor set to create on unit birth?

    The turret actor Attachment - Yaw Query - Methods attached to the right attachment/AM?

    The turret Yaw Arc was set in degrees (0-360)?

    The unit Combat - Weapons - Turret field had your turret?

    Posted in: Data
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    posted a message on [Help] Upgrade Model

    Actor events just are not simple. You want it that when you are upgrading your one building into another it creates the new model and destroys the old. You can use model swap, you can have various parts of the ability morph create/destroy the actors and you can get the actors to be made when the unit has a behaviour of the upgrade unit active.

    The only advice I can give is look at the actors of various buildings that upgrade and the other associated actors until you understand them. Then through hard work(trial and error) get it to work how you want.

    Also just duping stuff is not how to learn since the dupe is flawed and especially with actor events can mess things up and even duplicate whole sections of actor events.

    Posted in: Data
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    posted a message on [Help][Ability] armor leech ability

    You will need to limit the stack size or throw in a validator to make sure armor is greater than 0.

    Posted in: Data
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    posted a message on 2 related creep spawning issues

    Silly question if it is a creep spawn structure why dont you just use the Arm Magazine ability to spawn/order the creeps to attack in a wave using a count unit validator similar to the broodlord escourt's to activate the behavior that activates the unit's weapon to trigger the assault?

    I managed to make a creep spawner building that got all the spawned creeps to attack without using any triggers except I used a damage taken based on energy to order the attack. Otherwise they are made to just explored the map attacking any hostiles they encounter.

    Trigger wise why not just create the units using a create unit effect and use issue order when there are enough. Why do you need to count their cost if you only will have the building spawn one creep type.

    Posted in: Data
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    posted a message on Change Destructible Rock texture

    The actor event TextureSelectById can also change textures, that might help for doodads too.

    Posted in: Data
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