Yeah, mecha zergs are awesome.
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Dec 8, 2018Posted in: Artist Tavern
Is it ok to make portraits for you model :
And other models and use them for my :
Nov 6, 2018Posted in: Data
Seems that model need a bit of fixing in blender, that sometimes happened.
Here is one example [ jump to 5:12 ]
Just the other day the same thing happened with one of the model in Ascension final map.
Good thing the model creator, WingedArchon fixed it.
Alternatively you could try attaching a dummy actor to said model.
I think there is a tutorial for that here somewhere.
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May 28, 2018Posted in: Map Feedback
In reply to EDHRIANO:Hi. I played the las mission.- There is some gemmar problems like pixture 1- The turn of units mess the cinematics. Ill send you some pictures on how to fix that.- The boss was... to be honest was pretty easy. i didn't use those healt/energy items. maybe make her summon units like stukov did with the spawn infested terran ability.- The happy end is very.... happy. But end with the initial frase of the first mission. Yet the sad end dosent..... a weird cut of the pirmary line of yours story.
Apr 17, 2018Solstice245 posted a message on [ Solved ] How to create water ripple for heroic unitsPosted in: Data
Water ripples are "terrain squibs" which are set in actor data. Look at unit actors that already have them for reference.
Mar 13, 2018Posted in: Artist Tavern
In reply to DaveSpectre122:We'll do man!and as promised, an update on Sin-Ar. Still some effects to be sorted out and not all animations are accounted for, but I'd say she's about 85 / 90% complete. I should mention, the teamcolor used in the images is Orange and affects the blade and backplate spikes, however some crystals on her armor are plain RGB orange.
Nov 27, 2017scroggs1 posted a message on [ Solved ] How to make missile / projectile come out from weapon left / right at the same time?Posted in: Data
In reply to EDHRIANO:Just fixed the problem.These are all you have to do.1. Pick any unit you want to modify (For me I chose tempest)2. Go to the actor data type (Or right click actor of the unit you selected and click View Linked Actors) and you have to find the (Unit name) Attack actor.3. Duplicate the Attack actor(It's an Action type actor) and set the name as you want. In my case I set the original Attack actor's name to 'left' and the duplicated to 'right'.4. Create two actors for the Launch Offsets. The actor type is Site Operation (Local Offset).5. set the offset's x value which determines right or left. I set the 'left' offset to -3,0,0 and the 'right' offset to 3,0,06. Go to the Attack actor ('Right' and 'Left') and set Combat: Launch Site and Combat: Launch Site Ops to the offset you created. https://imgur.com/pEbX9aVSet the 'left attack' to 'left offset' and the 'right attack' to 'right offset' (It doesn't actually matters cause they're symmetric)like this https://imgur.com/NcmpQz67. Here's the important part. If we just test right now you can see an error message saying "Can only create one CAtorAction per effect". So you'll have to create a duplicate of Launch missiles and Damage effect and add a Set Type effect then double click Effect: Effects to add the two Launch Missiles effect in able to make the weapon activates both Launch Missiles effects. https://imgur.com/Rjirf4I It could be confusing but just to explain again just add a effect named (Unit name) Set with the type of Set and at the Effect: Effects field you can add multiple effects. Add two Launch Missiles effect. One is the original and the other one is the duplicated. There will be a screenshot at the end.8. Set the Events field of 'Attack Right' or 'Attack Left' actor. You must set one of them not both. The settings you're gonna do is simple. Just set all Damage and Launch Missiles effect to the one you copied. In my case I set Tempest Damage effect to Tempest Damage Copy and Tempest Launch Missile to Tempest Launch Missile Copy. https://imgur.com/JYkqiCJThe red ones are what I changed.9.Finally go to your unit's weapon and set the Effect:Effect to the Set you made. https://imgur.com/Hq0y3OyThis is how the tempest looks like https://imgur.com/j5wFDeKIf it does not work or seems weird, check the duplicated attack actor's Art:Missile field is same as the original attack actor's.Of course the damage is dealt twice so you'll need to set the Damage to half and set Display Attack Count field to 2 under the weapon.It's kind of a medieval way to do but hey the fact that it works is the most important thingAsk me if you don't get it.
Jun 10, 2017duckytheducc posted a message on [Monthly Test - June]Noir Automata 05:Wrath of the Tal'Darim by EDHRIANOPosted in: Map Review
Played it on normal, lost when reached 1st base because I ordered all units to storm it and there was a reaver. On 2nd playtrough every time I saw a structure I'd send out DTs to stasis detection (cannons) -> stasis pylon powering detection and kill everything.
One possibility of mitigating reaver deadliness on easy and normal difficulties is giving players vision of outposts when they approach them. That way they know that there are such and such units there and can have easy time to plan accordingly.
Overall difficulty seemed okay, nothing relevant stood out in a bad way.
Jun 10, 2017cacho_56 posted a message on [Monthly Test - June]Noir Automata 05:Wrath of the Tal'Darim by EDHRIANOPosted in: Map Review
Allright, I gave the map a try. I Didn't find any gameplay bug, but I did get param/values for every line. I had to remove all the locales that weren't enUS before starting playing. Another small thing is that in the intro cinematic, while the characters are having a chat, you can hear the sound of a doodad, and it breaks a little the immersion.
On my first try, the first Reaver I saw killed Alarak. It happened in the second try, the third try and the forth try too (well, in some of those I might have reached further, but those reavers had something to do in every one).
After more retries that I would like to admit, I could finally beat it. I made only DTs and used them to clear all the sections but the bases, where I focused fire on the cannons with khalani and softened the defenses before sending the DTs to kill the reavers.
The difficulty is OK for me. I mean, I like to be challenged, but I don't know how every player would feel about that. If you watch the first try in the video, where I lose like 3 DTs against those purifier ninjas, you can say that it is my fault, and I could've done better.
But the reavers are very unforgiving, and that can become frustrating. As soon as they get in sight, they shoot you, and you can't make anything to minimize the damage you receive if you're not expecting them. They really slow down the pace of the mission too, because you have to be careful to avoid bad engages and hope for their AI to mess up. But, well... I've tested the in the hardest difficulty, so I don't know if that's a good or a bad thing.
The only thing that I have to say about the boss fight is that you could see dirt textures on the highest ground level, they don't look very well.
I liked the mission overall (I wouldn't have played over and over again if not). The terrain is perfectly readable, the distance between enemies is well planned, and the flow doesn't get tedious.
Keep them coming, and good luck.
Jun 8, 2017robinicus posted a message on [Monthly Test - June]Noir Automata 05:Wrath of the Tal'Darim by EDHRIANOPosted in: Map Review
Ah ha! its done! I now truly understand Jayborino's hate for reavers!
Ok here is the feedback:
- I had lots of fun (exept for when the reavers appeared) I liked pretty much everything although i feel alarak should have killed more than just 3 cores that day.
- The tal'darim mothership's description says it has the abilities like thermal lance (which obviously it does not)
- Khaliani's description saying he is an immortal rather than a hero
- Taldarim pylon wireframe is not the taldarim one (it is the collection pylon wireframe)
- Taldarim zealot had the normal zealot wireframe
- Suggestion: use the tal'darim archon model
- The photon cannon does not face the target it attacks
Well that's all hope it was helpful, sorry if it was a bit too nit-picky or whatever.
May 31, 2017TChosenOne posted a message on [Monthly Test - June]Noir Automata 05:Wrath of the Tal'Darim by EDHRIANOPosted in: Map Review
Played through M5:
I don't feel the reavers are too terrible to deal with, buut the 9 range (compared to your max range of attacks abilities of 6 and sight of 10) means that you're going to get surprised a ton). Attack speed is the wrong nerf, and is relatively meaningless imo. I'd much rather have a flat range nerf and re-positioning across all difficulties so a) that there's some time to react b) you can see them before they start their attack animation (looking at you, left base reaver).
The 2 main ways to deal with reavers:
- Alarak charge->push->flee. I showcase this method at 4:00 to destroy the cannon. Note that alarak only takes 1 hit. Downside is that reavers will move a long way before heading back, can be a bit of a surprise.
- Blood hunter disable. 2 blood hunters can permanently disable a target, and you can have 4 when you hit the first reaver
The boss melts to blood hunters.
Overall, a bit too reliant on reavers to slow the pace of the mission down.
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