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    posted a message on help with spawning and spawn position

    Silly question but why dont you try to spawn the units based on the spawn larvae behaviour?

    Posted in: Data
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    posted a message on Launching Missiles from weapons

    Not sure but try under the action actor Attachement - Container Site change it to the launch site actor of your choice. Also Attachement - Launch Attachment Query - Methods.

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

    If you place the spawned units in the editor see if they can repair then. This is a check to see if the repair on the unit is at fault or if it is linked to being an ammo unit.

    Posted in: Data
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    posted a message on Hero Making Issue

    Under actors check the Events - Events - Send and at the top you will find a whole lot of stuff besed on actor creation (unitbirth, unitrevive and unitconstruction). These are linked to a specific unit so you will need to change those to your desired unit for the actor to affect it. In the case of your immortal under your actor copy, in the Object Explorer you will probably see that the actor is still linked to the original immortal under the Units heading and not your copy unit.

    Posted in: Data
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    posted a message on Bombard Ability Not Working

    The second question is easy the UI - Height of the missile unit affects the height at which it starts.

    As for the first question you haven;t given enough details as to how your ability is constructed or the triggers you use to determine the random target locations for me to give any helpful advice.

    You could probably simplify your ability by immitating the thors 330mm cannon ability as that uses actors to create semi random impact locations. All you would need is a create dummy unit effect that time expires and has a periodic behaviour to use a periodic or set effect (to increase the number of casts per salvo) attached to the bombard effect at the target location.

    Posted in: Data
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    posted a message on If missile dies before reaching target, destroy launching unit

    Try giving the missile unit a behaviour with the search function for other units, and an apply behaviour to the target unit on the launch ability. The missile search has a Unit Compare Behaviour Count validator that excludes the target unit.

    As for the self destruct of the caster try having an apply buff to casting unit that is removed if the missile reaches the target dummy combined with a search on the web collision effect that kills any units with the buff?

    An alternative would be to purely have the missile as a visual effect and to use a periodic effect to do all the dirty work since with the periodic effect you could link the apply web, destroy missile model and caster self destruct into the same effect tree.

    Posted in: Data
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    posted a message on Turrets - Targetting Differences

    Hint look at how Leviathan's tentacles work as they do exactly what you want to do.

    Posted in: Data
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    posted a message on Ability types?

    I need to make a correction to the Arm Magazine ability type. It seems the targeting of the spawned units is not directly based on the attack ability or the weapon even though both are required. you can disable either using requirements or lack the attack button and the target aquisition still sends the units after a target.

    It seems to have fully independent spawns that only attack a specific unit under conditions you must disable all weapons on the spawning unit using a behaviour with a periodic effect to apply the enabling behaviour (limited by validators or requirements) which in turn disables the disabling behaviour but when expires applies the disabling behaviour.

    An alternative is to just have two behaviours, both permanent. One disables the weapon and the enabler behavior with a requirement or validator less than what is wanted and the enabler which disables the disabler and enables the weapon with a disabling validator or requirement greater than or equal to what is wanted.

    Posted in: Data
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    posted a message on Z coordinate offset for launch location?

    I think that would require the missile model to have attachment points and most missiles lack any of those.

    Posted in: Data
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    posted a message on XP From Mobs

    Under units Combat - Kill Experience, that gives how much exp you get by killing a unit. Also under units Behaviour - Damage Dealt (Veterancy) and Behaviour - Damage Taken (Veterancy) can affect exp gain. Under behaviours of the type veterancy Behaviour - Experience Fraction make sure what you want to give exp is not set to 0.

    Exp is bugged with exp share as far as I know, blizzard plans to fix this in later patches.

    Posted in: Data
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    posted a message on Muzzle Flashing visual from bunker like units

    Visuals are usually actor related so have you tried checking the events of the flash from the actual bunker?

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

    Try having a search with a validator hp <x% and an issue order effect linked to repair?

    Also when the unit is not created with the arm magazine ability can it repair?

    Posted in: Data
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    posted a message on Zerg Hunter RPG: Betrayal unlocked

    I play in europe and bnet cant get the dependencies. All I get is a map without even any hero system.

    Posted in: Tutorials
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    posted a message on [Warlords ORPG] - Official Thread

    The basic concept of the RPG lacks scope for the Chaotic Evil concept where the people will go to war with both polar parties. The only hero shown so far looks like a cheap pokemon/monster chasers rpg (WC3) rip and the map looks tiny and uncreative as far as environments go. So far all you show is teleporting betweeen towns making this an rpg and not orpg. Also with the videos you waste over 25% of your time with the loading screen caused by your prehistoric PC. When you show clips people want the highlights not the flaws.

    Posted in: Project Workplace
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    When making proper beams you need to change the movermove target under the beam actor and the signal arrival of the mover actor. As for the problem of it moving out of range, are you sure you have not upped radius maxiumum count and not just radius?

    Posted in: Tutorials
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